Ittle Dew

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Portrait ittle p1.png
Ittle Dew
SeriesIttle Dew
Weight
Gravity
Fall speed
Move speed
Air speed
100
50
20 / 40
11 / 16
12

Ittle Dew is a playable character in Slap City, and the titular protagonist of her own series of games. She appears frequently in games within the Ludosity universe.

Physical description

Ittle Dew is a young, orange-haired girl with a ponytail. She wears a short-sleeved green shirt with a belt at her waist, holding up her red shorts. Ittle also wears two black bracelets around her wrists, as well as a red headband. Ittle has never been seen wearing shoes.

Moveset

Normals

Move Damage Description
Jab
Stick
2, 2, 4 A three hit combo. Two quick swipes with Ittle's stick stagger the enemy followed by an overhead swing which knocks them away. The second and third hits are optional. The first and second hits can be cancelled into any of Ittle Dew's tilt attacks on hit, unless hitting a shield.
✜ Tilt cancel: The first two jab hits can be cancelled into any of Ittle Dew's tilt attacks on hit (except on shield).
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
1st 4-5 20 4 11 ​−5
AngleBase.svgAngleLine.svg30
60 0 1 1 (16) 1 No R/R
2nd 4-5 28 4 11 ​−13
AngleBase.svgAngleLine.svg30
60 0 1 1 (16) 1 No R/R
3rd 6-9 30 5 11 ​−13
AngleBase.svgAngleLine.svg30
80 3.4 0.4/1 1 1 No R/R
Forward Tilt
Chain Stick
8 A far-reaching sideways swipe of Ittle's stick, with the chain upgrade.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 8-9 30 7 12 ​−10
AngleBase.svgAngleLine.svg60
100 2.5 1 1 1 No R/C
Up Tilt
Stick 'em Up
8 Ittle swings her stick upwards, hitting around herself in a nearly 180 degree arc. This move sends opponents straight up, making it a good tool for combos. Its disjoint also makes it good for stuffing out approaching attackers.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 7-11 28 7 7 ​−14
AngleBase.svgAngleLine.svg90
120 2 1 1 1 No R/C
Down Tilt
Little Piggy Crinkler
7 Ittle crouches down and swings her stick along the ground. This attack sends enemies up and away at a set knockback, meaning it sends the same distance regardless of how much damage they've accumulated. Depending on the character, this move can combo into some of Ittle's best kill attacks: up strong, forward strong, and back air. This move is safe on shield, with a 4 frame advantage, and it can also hit enemies hanging on ledges.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 7-8 25 6 14 ​+4
AngleBase.svgAngleLine.svg75
0 (400) 1 1 1 1.2 Yes R/C

Aerials

Move Damage Description
Neutral Aerial
Defenestrator
8 initial
5
late
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Initial 6-10 40 (8) 7 14 ​+6
AngleBase.svgAngleLine.svg40
160 1.8 1/1.2 1 1 Yes C/C
Late 11-26 40 (8) 5 8 ​0
AngleBase.svgAngleLine.svg40
120 1.7 1/1.2 1 1 Yes C/C (​−10)
Forward Aerial
Triple Ice Ring
3, 3, 3
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
1st 7-11 39 (10) 6/4 6 ​−2
AngleBase.svgAngleLine.svg35
120 2.8 1 0.7 1.2 No No
2nd 12-16 39 (10) 6/4 6 ​−2
AngleBase.svgAngleLine.svg35
120 2.8 1 0.7 1.2 No No
3rd 17 39 (10) 6/4 6 ​−2
AngleBase.svgAngleLine.svg35
120 2.8 1 0.7 1.2 No No
Back Aerial
Backwards Ice Ring
10
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 13-14 35 (12) 5/8 16 ​+1
AngleBase.svgAngleLine.svg140
120 2.6 0.6/1 1 1 No No
Up Aerial
Toejam
2, 4 Ittle does a backflip, kicking twice in the air
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
1st 5-9 32 (8) 6/4 7 ​+1 366 100 0 1 0.7 1 No No
2nd 16-19 32 (8) 5 11 ​+3 366 100 3.5 1 0.8 1 No No
Down Aerial
Slamdunk
8 initial
6
mid
5
late
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Initial 7 36 (10) 14 14 ​+4
AngleBase.svgAngleLine.svg270
50 2.5 1 0.7 1 No No
Mid 8 36 (10) 6 13 ​+3
AngleBase.svgAngleLine.svg135
80 2.8 1 0.7 0.8 No No
Late 9-10 36 (10) 5 12 ​+2
AngleBase.svgAngleLine.svg90
80 1.4 1 0.9 0.65 No No

Strongs

Move Damage Description
Forward Strong
Fire Sword
10
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 15-16 (7) 40 8 16 ​−9
AngleBase.svgAngleLine.svg45
150 2.7 0.3/1.5 1 1 No C/C (​+10)
Up Strong
Treasure Chest
13 Ittle lifts a treasure chest high above her head, knocking surrounding enemies straight up into the air
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 14-16 (5) 38 9 17 ​−7
AngleBase.svgAngleLine.svg90
130 2.6 1 0.95 1 No C/C (​+10)
Down Strong
Dynamite
12 Ittle lights a stick of dynamite and plants it on the ground at her feet, causing a large explosion
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 29 (23) 50 18 14 ​−7
AngleBase.svgAngleLine.svg70
200 2.6 0.8/1 1 1 Yes No
Air Strong
Raft
7 normal
14
aerial tipper
Ittle lifts a large raft over her head and swings it violently, spiking anyone in range above or below herself. Ittle's falling speed is reduced significantly while using this move. Hitting an aerial opponent with a tipper deals double damage, increased knockback and sends out at a slightly askew angle.
⌥ Clutch: This move can be clutched to reverse momentum at any point before active frames begin.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Vs. Grounded 32-33 (20) 55 (20/30) 6 14 ​−16
AngleBase.svgAngleLine.svg310
150 1 1 1 0.5 No No
Vs. Aerial 32-33 (20) 55 (20/30) 6 ​—
AngleBase.svgAngleLine.svg270
70 2 2/1 0.8 No No
Aerial Tipper 33 (20) 55 (20/30) 22 ​—
AngleBase.svgAngleLine.svg290
40 2.7 1 0.6 No No

Specials

Move Damage Description
Neutral Special
Fire Mace
3 melee
3
uncharged
0.5
full charge (1-6)


⌥ Clutch: This move can be clutched to reverse momentum.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Melee 10-13 (6) 36 4 10 ​−16
AngleBase.svgAngleLine.svg70
120 2.55 1 0.9 1 No No
Uncharged Fireball All 70 0 0 ​—
Fully Charged All 108 3 0 ​—
Forward Special
Bomb
3 contact
18
explosion


⌥ Clutch: This move can be clutched to reverse momentum.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Throw — [17] 30 ​—
Bomb All 90 0 3 ​— 0 Yes R/R (​-1000)
Explosion All 6 12 19 ​—
AngleBase.svgAngleLine.svg45
100 2.4 1 1 1 Yes No
Up Special
Portal Wand
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 21-40 [41] 70 ​—
Down Special
Butt
7 base
21
max


⌥ Clutch: This move can be clutched to reverse momentum.
Jump cancel: This move can be jump cancelled, unless a shielding or intangible opponent is hit.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 21+ — (26) 6-13 8-12 -18
AngleBase.svgAngleLine.svg50
80 2 1 1 0.8 Yes No

Throws

Move Damage Description
Grab
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 8-10 30 ​—
Pummel
Cannibal Girl
2
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All — [4] 26 4 ​—
Forward Throw
Tippsie Toss
7
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All — [13] 18 ​—
AngleBase.svgAngleLine.svg45
160 2.1 0.5/1 0.95
Back Throw
Fishbun Fling
7
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All — [7] 15 ​—
AngleBase.svgAngleLine.svg125
150 2.2 0.8/1 0.8
Up Throw
Table Flip
8
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All — [9] 18 ​—
AngleBase.svgAngleLine.svg90
100 2.5 1.2/1 1
Down Throw
Oar Smack
10
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Main 14-17 40 8 16 ​−10
AngleBase.svgAngleLine.svg290
50 2.3 1 0.85 1 No No
Initial Launch — [6] ​—
AngleBase.svgAngleLine.svg30
160 2.5 0 1.2

Others

Move Damage Description
Get-up Attack
5
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
1st 11-14 (1-23) 35 5 5 ​−19
AngleBase.svgAngleLine.svg30
120 1.45 1 1 1 Yes No
2nd 21-23 (1-23) 35 5 5 ​−9
AngleBase.svgAngleLine.svg30
120 1.45 1 1 1 Yes No
Ledge Attack
6
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 10-17 (1-15) 30 6 3 ​−17
AngleBase.svgAngleLine.svg45
100 2 1 1 1 No No
Taunt
Sassgiving
2
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 21-28 100 6/4 7 ​−70 366 100 0 1 0.7 1 No No

Story mode

Ittle and Tippsie crash their raft onto the island that inhabits Slap City. She decides to go out for adventure and treasure, but discovers an evil scheme is being cooked up by Mayor Kiwi. Meanwhile, an imposter seems to be going around helping everybody.

Opponents Description
Jenny Fox Jenny Fox acquired a Slap Arena ticket from the imposter, but Ittle beats it out of her.
Remedy Remedy thinks Ittle helped heal her patient, but it was actually the imposter. Now she thinks Ittle is suffering from memory loss.
Ruby Ruby deduces that Ittle is not the same one that helped him.
Business Casual Man He was paid to block Ittle from reaching the Mayor, but wasn't paid to not reveal his plan.
Ittle Dew (Tippsie) An Ittle Dew clone dressed as Tippsie, created by Mayor Kiwi, is revealed to be the helpful imposter. After her!

Appearances

Ittle Dew made her first appearance in a prototype designed by Daniel Remar and Joel Nystrom in 2008. She was the main character in the game, which was created as a thesis demonstrating compact level design. In 2013, Ittle Dew was released by Ludosity. The game features Ittle Dew and a magically healthy fox named Tippsie crashlanding on an island, wherein they must search a large castle and the local dungeons in order to get a new raft. A sequel, Ittle Dew 2, was released in 2015. The game has a similar story to the first, in which Ittle and Tippsie must search a mysterious island to find the broken pieces of their raft.

She appears as a minor cameo alongside Tippsie in Princess Remedy in a World of Hurt, where she suffers from "Lack of Raft sickness". In Alien Chaos 3D, a whiteboard featuring Ittle Dew can be seen in the background in the office stages. This same whiteboard is reused again in the Slap Ball stage Warehouse.

In the Card City Nights series, Ittle Dew appears on various cards. In Card City Nights, her likeness is used for the male character Little Dude, who challenges the player throughout the story. In Card City Nights 2, a similar character named Rascal appears as an optional opponent. In both games, the only similarity to Ittle Dew is their appearance.

Alternate outfits

  • Ittle Dew
  • Portrait ittle p1.png
    Ittle Dew 1.png
  • Portrait ittle p2.png
    Ittle Dew 2.png
  • Portrait ittle p3.png
    Ittle Dew 3.png
  • Portrait ittle p4.png
    Ittle Dew 4.png
  • Portrait ittle p5.png
    Ittle Dew 5.png
  • Portrait ittle p6.png
    Ittle Dew 6.png
  • Portrait ittle p7.png
    Ittle Dew 7.png
  • Portrait ittle p8.png
    Ittle Dew 8.png
  • Delinquent
  • Portrait ittle sukeban p1.png
    Delinquent 1.png
  • Portrait ittle sukeban p2.png
    Delinquent 2.png
  • Portrait ittle sukeban p3.png
    Delinquent 3.png
  • Portrait ittle sukeban p4.png
    Delinquent 4.png
  • Portrait ittle sukeban p5.png
    Delinquent 5.png
  • Portrait ittle sukeban p6.png
    Delinquent 6.png
  • Portrait ittle sukeban p7.png
    Delinquent 7.png
  • Portrait ittle sukeban p8.png
    Delinquent 8.png
  • Tippsie Ittle
  • Portrait ittle tippsie p1.png
    Tippsie Ittle 1.png
  • Portrait ittle tippsie p2.png
    Tippsie Ittle 2.png
  • Portrait ittle tippsie p3.png
    Tippsie Ittle 3.png
  • Portrait ittle tippsie p4.png
    Tippsie Ittle 4.png
  • Portrait ittle tippsie p5.png
    Tippsie Ittle 5.png
  • Portrait ittle tippsie p6.png
    Tippsie Ittle 6.png

Easter eggs & secrets

  • Hitting an airborne opponent with the tip of air strong at full charge displays a "RAFT!" effect.
  • If Ittle is knocked down and lays there for about 5 seconds, she will fall asleep.
  • Holding clutch before taunting ignites the dynamite. This has a hitbox, which can be canceled into down strong on hit.

Win quotes

  • Ittle Dew versus:
Ittle Dew: There's only room for one adventurer in this town!
Masked Ruby: Who was that guy?
Magic Crystal: Alright, fess up! I hit you a whole bunch, but I didn't see any puzzle being solved. Where are the other magic crystals?
Rubibi: Don't bring a magical staff to a stick fight!
Jenny Fox: Yikes. Do you have to be so axy all the time?
Jenny Cat: Excuse me, miss cat. Could you help me get these boomerangs out of my hair?
Ultra Fishbunjin 3000: Good grief! That guy should be illegal.
Ultra Mechabun: Dumbbells are cheating! Throw bombs like a normal person!
Princess Remedy: Gosh! What an apple hugger.
Business Casual Man: Adventuring is not a business. It's about heart!
Goddess of Explosions: Oh my gosh! Please teach me how to punch explosions and breathe fire like you! PLEASE!
Asha: What kind of cheap Fire Sword knock-off is that? Don't tell me you bought the display model!
Ansaksie: Psst! I heard you smuggle illegal items. What can you get me for this Big ol' Pile of Loot?
Frallan: Quit throwing pills at me! Are you even a real doctor!?
Bees: You're psychic? Big deal, chump!
Cruiser Tetron: That was a tough chest to break open - and there's not even any treasure inside! What gives?
Orka: Don't look so smug when you hit stuff! That's MY thing!
Teams: We did it! Since I was the team captain, I get all the loot.
Free-for-All: Another problem solved! Who's next?

Version history

Version 1.1.1
  • Neutral special's regular fireball can now be parry shielded
  • Very slightly improved the animation of Forward throw, Back throw, and Up throw

Version 1.1

  • Techrolls go slightly farther to match other characters (approximate distance changed from 6.47 to 7.00).
  • Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.47 to 6.00).
  • Increased uncancelled Jab2 end lag from 20 to 28 frames
  • Changed Up strong knockback gain from 2.7 to 2.6
  • Changed Neutral air last hit shieldstun from 1.0 to 0.6 (-4 frames)
  • Changed Back air DI from 0.35 to 0.6
  • Changed Up air knockback gain from 3.0 to 3.5

Version 0.9.11p1

  • Jabs 1 and 2 now can only cancel into tilts on hit
  • Neutral special can no longer turn around with the control stick
  • Up tilt range slightly reduced

Version 0.9.10

  • Down air endlag increased by 8 frames
  • Finisher landlag while charging increased 10->20 frames
  • Finisher now can't clutch reverse once hit phase starts
  • Down special can no longer be jump canceled if hit invincible or shield

Version 0.9.5

  • Ittle Dew's timeline is now available in story mode
  • Ittle now has a mouth
  • Shield health increased (50 -> 60)
  • Jab third hit knockback gain reverted (3.6 -> 3.4)
  • Jab third hit animation tweaked to no longer hit behind
  • Aerial empty lag standardized (3 -> 4)
  • Neutral air stale hit 2 removed
  • Neutral air stale hit damage reduced (6 -> 5)
  • Neutral air stale hit base knockback increased (80 -> 120)
  • Neutral air stale hit knockback growth reduced (2.5 -> 1.7)
  • Neutral air stale hit priority reduced (0 -> -10)
  • Forward air final hit knockback increased (120 -> 135)
  • Back air knockback gain increased (2.5 -> 2.6)
  • Up air initial hit given set knockback
  • Up air final hit base knockback reduced (120 -> 100)
  • Down air mid hit shield damage reduced (1 -> 0.8)
  • Down air mid hit damage reduced (8 -> 6)
  • Down air weak hit shield damage reduced (1 -> 0.65)
  • Down air weak hit damage reduced (8 -> 5)
  • Down air weak hit base knockback increased (40 -> 80)
  • Down air weak hit hitstun increased (0.7 -> 0.9)
  • Fixed a bug where the "full charge" variable of finisher was not reset when the move begins
  • Forward Strong no longer activates a frame early when canceled into from finisher
  • Up Strong initial hit removed
  • Up Strong strong hit retooled to a rising hitbox
  • Up Strong strong hit active frames increased (1 -> 3)
  • Down Strong startup increased by 8 frames
  • Down Strong selflag increased to match hitlag (0.5 -> 2)
  • Forward throw base knockback increased (150 -> 160)
  • Forward throw knockback gain decreased (2.2 -> 2.1)
  • Forward throw hitstun reduced (1 -> 0.95)
  • Down throw initial base knockback decreased (200 -> 160)
  • Neutral special uncharged projectile size reverted (0.5 -> 0.1)
  • Neutral special turnaround window reacts instantly instead of waiting for the final frame
  • Bomb no longer changes trajectory on initial contact
  • Bomb now does damage on initial contact (0 -> 3)
  • Down special no longer regains its hop on ledgegrab
  • Down special land attack frames reduced 3->1

Version 0.9.4p1

  • Fastfall(start:5/secret:25/frames:7/max:40)
  • Up attack now covers less behind Ittle
  • Down aerial attack has one less active frame (5->4)
  • Down throw angle 270 -> 290
  • Down throw initial toss angle 55 -> 30
  • Down throw initial kb gain disabled 1->0 (locked knockback)
  • Getup attack shieldstun 0.5->0.25
  • Horizontal launch fixes:
  • Jab third hit kb gain 3.4->3.6

Version 0.9.4

  • Updated hurtboxes to be more detailed

Version 0.9.3p1

  • Down aerial attack hitbox ends sooner, frame 18->12 (Was actually a mistake)
  • Down special hitbox no longer clanks

Version 0.9.3

  • Jab combo hits 1 and 2 shieldstun increased from 10 to 14 frames
  • Bomb is now the only party affected by a hit while flying, bomb now slows down x speed and bounces up instead of hurting the other party
  • Changed spotdodge length 25->24 frames, intangibility 15->14 frames
  • Changed edgeclimb length 28->24 frames, intangibility 20->16 frames
  • Changed standup length 32->24 frames, intangibility 20->14 frames
  • Changed techland length 22->24 frames, intangibility 15->14 frames
  • Changed rollback length 41->34 frames
  • Changed rollfwd length 41->34 frames
  • Changed edgeroll length 38->34 frames, intangibility 24->20 frames
  • Changed getupfwd length 30->34 frames, intangibility 20->18 frames
  • Changed getupback length 30->34 frames, intangibility 20->18 frames
  • Changed techrollfwd length 30->34 frames, intangibility 20->18 frames
  • Changed techrollback length 30->34 frames, intangibility 20->18 frames

Version 0.9.2

  • Changed first and second Jab hitstun from 15 to 16 frames
  • Changed Ustrong hitstun from 1.0 to 0.95
  • Uspecial no longer stretches Ittle vertically during the animation, meaning her hurtbox no longer becomes huge during certain frames
  • Dspecial now only gives Ittle the small in-built jump once, until the next time she lands on the ground or grabs a ledge

Version 0.9.1

  • Now has hurtboxes on her upper arms and legs
  • Changed grab total length from 20 to 30 frames
  • Changed Ftilt shieldstun from 1.0 to 0.8
  • Changed Utilt shieldstun from 1.0 to 0.4

Version 0.9

  • Tweaked Ustrong first hit so it more reliably connects into the second hit (changed size from 1.5 to 1.3, y offset from 0.0 to -0.5, angle from 90 to 110, hitstop from 2.0 to 2.2)
  • The second hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
  • Changed Nair landing lag after the hitbox comes out from 5 to 8 frames
  • Changed Uair landing lag after the hitbox comes out from 7 to 8 frames, to make it consistent with other aerials
  • Changed Dthrow damage from 12 to 10
  • Changed Dthrow knockback gain from 2.0 to 2.3 (to compensate for the damage change)

Version 0.8.10p1

  • Changed getupattack invincibility frames from 1-25 to 1-23 (12 vulnerable frames total)
  • Changed getupattack second hitbox active frames from 21-24 to 21-23
  • Changed getupattack knockback angle from 15 to 30

Version 0.8.10

  • The "Old Ittle" color of the Default skin now has a bone instead of a heart
  • Slightly increased range of the third Jab
  • Changed third Jab base knockback from 60 to 80 and knockback gain from 3.0 to 3.4
  • Changed third Jab DI from 1.0 to 0.4
  • Changed Fstrong DI from 0.5 to 0.3
  • Changed Dstrong selflag from 1.0 to 0.5
  • Changed Uair first hit active frames from 6-9 to 5-9
  • Increased Uair first hit hitlag from 1.0 to 1.5
  • Slightly increased range of Uair second hit
  • Changed Uair second hit knockback gain from 3.0 to 3.2
  • Changed Bair animation length from 22 to 35 frames
  • Changed Bair landing lag after the hitbox comes out from 8 to 12 frames
  • Changed Bair hitlag from 1.0 to 0.7
  • Changed Bair DI from 1.0 to 0.35
  • Changed Fspecial bomb hurtbox size from 0.5 to 1.0, and made it rebound on all trades (meaning it's easier for opponents to hit the bomb without getting hit by it)
  • Changed Fspecial bomb microstun from 16 to 12 frames
  • Changed Dspecial priority bonus from 30 to 10 and made it clang on losing and tied priorities, instead of passing through any attack no matter how strong
  • Changed Dspecial damage from 7-35 to 7-21
  • Changed Dspecial base knockback from 50 to 80
  • Changed Dspecial shieldstun from 1.0 to 0.5
  • Changed Dspecial shield damage from 1.0 to 0.8
  • Increased range of Grab

Version 0.8.9p1

  • Fixed issue where bomb lost almost all velocity when hit while sitting still on the ground
  • Changed Utilt active frames from 8-10 to 7-10
  • Changed Dstrong selflag from 0.5 to 1.0
  • Changed Nair DI from 1.2 to 1.0
  • Changed second and third hit of Nair clang priority bonus from 10 to 0
  • The top hitbox of Ittle's finisher no longer interacts and causes clangs

Version 0.8.8

  • Changed Finisher (against grounded opponents) selflag from 2.0 to 1.0
  • Changed Finisher (against grounded opponents) hitstun from 0.8 to 1.0

Version 0.8.7

  • Changed first few frames of Nair base knockback from 100 to 150
  • Changed first few frames of Nair knockback gain from 2.5 to 2.0

Version 0.8.5

  • Increased range of Utilt
  • Changed Dtilt active frames from 8-10 to 6-8
  • Extended the hitbox of Dtilt below Ittle
  • Extended the hitbox of Dstrong below Ittle
  • Tweaked Fair animation
  • Increased Fair recovery by 4 frames (changed total move length from 35 to 39 frames)
  • Changed Fair landing lag from 8 to 10 frames
  • Changed Fair shieldstun from 1.0 to 0.5
  • Changed Bthrow damage from 6 to 7
  • Changed Bthrow hitstun from 1.0 to 0.8

Version 0.8.4

  • Changed Air strong active frames from 30-34 to 31-33
  • Changed Air strong base knockback 150 to 40
  • Changed Air strong knockback gain 2.0 to 2.7
  • Changed Air strong hitstun from 0.8 to 0.6
  • Changed fully charged Air strong knockback multiplier from 1.5 to 1.25 (was actually a mistake)
  • Dspecial now displays a fire effect a short while into the move, and produces an even bigger fire effect when it's almost at full power

Version 0.8.3

  • Now has an edgeroll
  • Changed forward and backward roll invincibility frames from 0-12 to 0-14

Version 0.8.2

  • Changed getupattack shield stun from 1.0 to 0.5
  • Can use the Clutch button to reverse the horizontal momentum and direction of Nspecial, Fspecial, Dspecial, Air strong
  • Changed Fair hitbox size on the ice ring from 1.0 to 0.75 and shrunk the particle effect to compensate

Version 0.8.0

  • Changed forward and backward roll invincibility frames from 0-14 to 0-12
  • Changed Fstrong DI from 1.0 to 0.5
  • Changed Fstrong SDI from 1.0 to 1.5
  • Changed Fspecial base knockback from 20 to 30 (related to Fishbunjin's armor)
  • Changed Fspecial knockback gain from 1.2 to 0 (related to Fishbunjin's armor)
  • Removed invincibility on edge attack (due to a mistake, it was invincible)
  • Changed ledge climb invincibility frames from 0-25 to 0-24 so it's consistent with other characters

Version 0.7.1p1

  • Can now move slightly horizontally immediately after teleporting with Uspecial

Version 0.7.1

  • Fixed bug where Ittle's teleport would go further if not controlled

Version 0.7.0p1

  • Taught Ittle how to use her eyelids
  • Polished Jab, Jab2, Jab3, Ftilt, Dtilt, Utilt, and Fstrong animations
  • Changed active frames of Jab from 3-7 to 3-5
  • Changed active frames of Jab2 from 3-7 to 3-5
  • Changed active frames of Jab3 from 5-12 to 5-9
  • Slightly extended range of Dtilt

Version 0.7.0

  • Changed Rollforward invincibility frames from 4-18 to 0-14
  • Changed Rollback invincibility frames from 4-18 to 0-14
  • Changed Utilt base knockback from 110 to 120
  • Changed Fstrong knockback gain from 2.5 to 2.7
  • Changed Ustrong knockback gain from 2.5 to 2.7
  • Changed Dstrong knockback gain from 2.5 to 2.6
  • Changed Dstrong shield stun from 1.0 to 0.8
  • Changed Nair hitbox timings from 5-7,8-13,14-24 to 5-9,10-16,17-24
  • Changed duration of Fair from 34 to 39 frames
  • Changed Fair knockback angle from 40 to 35
  • Changed Fair base knockback from 100 to 120
  • Changed Fair knockback gain from 2.5 to 2.8
  • Changed Fair hitstun from 0.5 to 0.7
  • Changed Fair landing lag from 5 to 8 frames
  • Changed Fair hitlag from 2.0 to 1.2
  • Changed Bair base knockback from 110 to 120
  • Changed duration of Bair from 35 to 37 frames
  • Changed Bair landing lag from 5 to 8 frames
  • Changed Uair hitstun from 1.0 to 0.8
  • Changed Uair landing lag from 5 to 7 frames
  • Changed Airstrong (against grounded opponents) damage from 14 to 7
  • Changed Airstrong (against grounded opponents) knockback angle from 290 to 310
  • Changed Airstrong (against grounded opponents) base knockback from 100 to 150
  • Changed Airstrong (against grounded opponents) self lag from 3.0 to 2.0
  • Changed Airstrong recovery frames before the hitbox comes out from 5 to 10
  • Changed Airstrong recovery frames after the hitbox comes out from 20 to 30
  • Airstrong can no longer be L-cancelled
  • Airstrong will only slow Ittle's movement once per airborne state, so she can no longer climb walls infinitely with walljumps into reverse Airstrongs
  • Airstrong weak hit no longer has Finisher-rank priority over other moves
  • Nspecial can now be held for 15 frames to shoot a fireball with greater hitstop, but still no knockback
  • Changed Nspecial fire mace hitbox base knockback from 100 to 120
  • Changed Nspecial fire mace hitbox hitstun from 1.0 to 0.9
  • The Fspecial timer is now reset correctly when respawning
  • Uspecial can now grab ledges except during the 3 teleportation frames
  • Dspecial can now grab ledges
  • Changed Dthrow hitstun from 1.0 to 0.85
  • Changed Getupattack base knockback from 80 to 120
  • Getupattack is now reversible (knocks people behind you backwards)
  • Polished Ittle's animations

Trivia

  • Ittle (along with Tippsie) makes a small cameo in The Stanley Parable as a hidden drawing.

Gallery

External links