Version 0.8.10p1
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0.8.10
2018-10-24
0.8.10p1
2018-11-05
0.9
2018-12-17
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Slap City version 0.8.10p1 changelog. Released November 5th, 2018.
General
- Standing on the ground and pressing Up + Attack/Strong/Special during jump startup now buffers an aerial move instead of a grounded move if Tap Jump is turned off, making upwards-facing moves work like all the others in that regard
- Added the music for the alternate versions of Fancy Ruins, Pepperpain Prairie and Mecha Santa's Fortress to the music selection, plus a bonus from CCN2 (Space Odyssey)
Online
- Spectators now automatically hurry back to lobby from results if either all players are ready, or at least one is locked
- Fixed issue where the most recent frame delivered was not being handled, putting gameplay one frame behind
- Delayed spectator start by 30 frames
Characters
Ittle Dew
- 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
Masked Ruby
- Changed getupattack invincibility frames from 1-25 to 1-20 (12 vulnerable frames total)
- Changed getupattack knockback angle from 15 to 30
- Changed walljump from 40 to 35 frames (was accidentally too long)
- Changed spotdodge total length from 19 to 20 frames (was previously a mistake)
- Changed getupforward, getupback, techrollforward, and techrollback total length from 27 to 28 frames (was previously a mistake)
- Changed grab total length from 24 to 25 frames (was previously a mistake)
- Changed edgeattack total length from 29 to 30 frames (was previously a mistake)
- The first three hits of Ustrong now drag the opponent towards Ruby and into the last hitbox
- Changed Ustrong final hit hitstun from 1.0 to 0.9
Jenny Fox
- Changed getupattack invincibility frames from 1-28 to 1-24 (12 vulnerable frames total)
- Changed getupattack knockback angle from 15 to 30
Ultra Fishbunjin 3000
- Changed getupattack invincibility frames from 1-29 to 1-26 (12 vulnerable frames total)
- Fixed an unassigned hitbox in Dstrong that could hit characters in the center of the "world" (usually the center of the stage)
- Fixed an issue where Fishbunjin could throw his dumbbell through the stage (the dumbbell now spawns closer to his body)
- Fishbunjin's regular dodge rolls now move quicker at the start of the roll
Princess Remedy
- Changed getupattack invincibility frames from 1-22 to 1-20 (12 vulnerable frames total)
- Changed getupattack knockback angle from 15 to 30
- Changed getupattack base knockback from 150 to 100
- Changed getupattack knockback gain from 2.0 to 1.5
- Changed Fspecial flask hitbox size from 0.5 to 0.6 so it interacts more consistently with Jenny's non-burning axes
Business Casual Man
- Changed getupattack invincibility frames from 1-28 to 1-24 (12 vulnerable frames total)
- Changed getupattack knockback angle from 15 to 30
- Fixed Dthrow getting an additional $50 when hitting other characters besides the one that's thrown
- Fixed an issue where BCMan could earn Dspecial amounts of money (8 * damage taken) by hitting an opponent with any Buy move on the same frame as being hit
- Fixed an issue where BCMan could get knocked out of his Dspecial chair (because one of his hurtboxes was not in superarmor state)
Goddess of Explosions
- Changed getupattack invincibility frames from 1-25 to 1-23 (12 vulnerable frames total)
- Fixed an issue where Goddess couldn't walljump during her jumping state
- Buffering Dair during jump startup no longer causes Goddess to immediately strike the ground when the Dair begins, and correctly causes full landing lag