Version 0.9.5

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0.9.4p1
2019-05-24
0.9.5
2019-10-10
0.9.5p1
2019-10-15

Slap City version 0.9.5 changelog. Released October 10th, 2019.

General

  • Story mode is now available on the single player menu
  • Ittle Dew's timeline is now available in story mode
  • Added save icon when saving
  • Added page with various links to social media
  • Player and CPU buttons on the character select screen now toggle each other
  • Added music selection style toggler button on stage select screen
  • You can now toggle which music tracks get selected from for random music on the music select when selecting stage
  • Fixed issue where player slot set to OFF could still block character color selection
  • Fixed issue where collision checks going exactly parallel from within a collision line to outside of it, would hit the end of the collision line instead of ignoring it

Online

  • Updated Steamworks to version 1.46 (from version 1.42)
  • Fixed issue where match data download was not properly null-checked on parse
  • Fixed online "fighting" glitch

Characters

  • Hurtboxes set to zero on Z-axis
  • Shoulder hitboxes removed
  • If current speed is below half of dashspeed, dash startup now consistently sets speed to half of dashspeed for all characters
  • Upwards attacks out of jump with tap jump on now trigger consistently across all characters
  • Fixed issue where not all shield hurtboxes were assigned shield pushback
  • Shield positions tweaked to more evenly cover characters
  • Strong attacks that had priority 5, has had that increased to 10
  • Tapping up on ledge with tapjump set to “off” now results in a standard getup
  • Falling backwards off a ledge while in shield no longer grants ledge intangibility
  • If ledge intangibility runs out, getup attack will no longer have intangible properties
  • Ledge intangibility effects now start a frame after ledge is grabbed for visual clarity
  • Ledge intangibility duration decreased (75 -> 60)
  • Ledge options once again bufferable
  • Pressing down or jump while in a downed state will now result in a normal getup
  • All getup options are now bufferable
  • Grabs now affect characters from anywhere, not just in front of the grabber
  • Grab escape X-Velocity increased (10 -> 12)
  • Grab escape now has movement locked for 20 frames
  • Can now use up tilt, up strong & up special out of shield
  • Silver shield removed, in its place parry now has shield regen properties
  • Shield health set to 5 after a shield break instead of 25, and regenerates normally during stun period
  • Successfully parrying now sets remaining parry frames to 7, instead of adding 4, preventing large buildups of parry
  • Time to exit parry once parry window ends adjusted (11->9 frames, unchanged in practice due to above change)
  • Can no longer turn around and grab out of shield state
  • A grab input no longer buffers an attack on shield
  • Fixed typo in rolls that caused them to end a frame early
  • Airdodging no longer gives ledge intangibility under any circumstance
  • Airdodging can now grab ledge on frame 3 instead of frame 0
  • Fixed issue where airdodges out of a jump out of shield would trigger too easily
  • Finishers no longer regain stall upon grabbing ledge
  • Walljump now maneuverable earlier (40 > 20)
  • Walljump now preserves most stored horizontal momentum
  • Walljump now possible by pressing clutch
  • Walljump from ledge is now unaffected by walljump decay (does not reset walljump decay)
  • Can now taunt out of walking and running states
  • The turn state no longer instantly stops all momentum
  • Attacks that stop momentum when turning around against momentum no longer do so out of moonwalks or within 25 frames of an airdodge landing
  • Sword trails are now a bit smoother
  • Getting damaged and flinching in the air now always gives ledge intangibility
  • Fixed issue where walltechs would sometimes become ceilingtechs
  • Walljumps from walltechs are now easier to perform
  • Global shieldstun multiplier reduced (0.85 -> 0.75)

Ittle Dew

  • 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

Masked Ruby

  • Shield health increased (50 -> 60)
  • Friction while crouching now consistent with other standing states
  • Floorbrake in crouching states reduced 80->25 to compensate for friction change
  • Third jump can now be done from 15 frames into jump 2, down from 35
  • All tipper hitboxes increased (0.2 -> 0.3)
  • Jab animation tweaked to no longer hit behind
  • Jab starts trail on frame 3 instead of frame 4 to remove trail wobble
  • Forward tilt knockback gain reverted (2.4 -> 2.3)
  • Up tilt animation tweaked so the sword more effectively scoops the opponent
  • Up tilt hitbox slightly extended downwards
  • Down tilt hitbox slightly extended to cover whole sword
  • Aerial empty lag standardized (3 -> 4)
  • Up air weakhit VXDI removed
  • Up air weakhit DI reimplemented (0 -> 1.5)
  • Up air base knockback reverted (100 -> 80)
  • Up air now lasts one extra active frame
  • If last hit of finisher hits, Ruby does not become helpless whle falling
  • First 5 frames of finisher landing lag activate forward strong
  • Forward strong angle reverted (45 -> 40)
  • Forward strong knockback growth reduced (2.7 -> 2.6)
  • Up strong initial hits priority increased (0 -> 5)
  • Up strong hitboxes extended to cover more of rubys body
  • Forward, back and down throws now have hitboxes
  • Forward throw base knockback increased (150 -> 160)
  • Forward throw knockback gain reduced (2.2 -> 2.1)
  • Forward throw langth increased (21 -> 25 frames)
  • Down throw VXDI removed
  • Down throw DI reimplemented (0 -> 2)
  • Movement out of down throw analog instead of digital
  • Up special sweetspot window delayed (33 -> 35)
  • Up special hitbox shifted to be slightly above Ruby’s head

Jenny Fox

  • Shield health increased (50 -> 60)
  • Weight decreased (115 -> 110)
  • Floorbreak decreased (50 -> 40)
  • Jab animation tweaked to no longer hit behind
  • Jab hitbox activates one frame later (3 -> 4)
  • Jab shield damage reduced (1 -> 0.6)
  • Down tilt now has proper amount of endlag (33 -> 39)
  • Down tilt has rr clank properties in the air
  • Down tilt can now cancel into up tilt & up strong
  • Down tilt when hitting an invincible or shielded opponent will no longer go off ledges
  • Ollie can now immediately cancel into turnaround, kickflip or itself
  • Aerial empty lag standardized (3 -> 4)
  • Neutral air now a single hitbox
  • Forward air angle reverted (30 -> 35)
  • Forward air base knockback reverted (110 -> 100)
  • Forward air landing lag increased when the move is held but not released (3 -> 8)
  • Forward air holdtime no longer indefinite (inf -> 30)
  • Forward air fully charged variant now classified as a different move
  • Forward air uncharged variant shield damage reduced (1.15 -> 1)
  • Forward air charged variant damage increased (12 -> 15)
  • Forward air charged variant hitstun increased (0.8 -> 1)
  • Forward air charged variant shield damage increased (1.15 -> 1.4)
  • Forward air charged variant hitlag and selflag increased (1 -> 1.5)
  • Forward air charged variant base knockback increased (100 -> 120)
  • Forward strong base knockback reverted (110 -> 100)
  • Down strong angle reverted (40 -> 45)
  • Down strong knockback growth increased (2 -> 2.1)
  • Finisher grounded variant now DIable
  • Finisher axe hitboxes size changed 1->0.85 during the first two frames of the attack
  • Forward throw now has a hitbox
  • Forward throw angle reverted (30 -> 35)
  • Forward throw base knockback reverted (110 -> 100)
  • Back throw changed to have two twirls if clutch is held.
  • Back throw 0 twirls: the move works like it used to (8 dmg, 150 angle, 150 bkb, 2.1 kbg, 1.0 hitstun)
  • Back throw 1 twirl: the angle changes to 135 and hitstun to 0.85
  • Back throw 2 twirls: the angle changes to 120 and hitstun to 0.85
  • Back throw length increased (24 -> 30 frames)
  • Down throw damage decreased (11 -> 10)
  • Down throw hitstop/selfstop for the first five hits reduced (1 -> 0.5)
  • Down throw sixth hit damage reduced (1 -> 0)
  • Down throw sixth hit base knockback decreased (180 -> 160)
  • Down throw sixth hit knockback gain increased (2.6 -> 3.8)
  • Down throw knockback unchanged in practice
  • Neutral special turnaround window no longer indefinite
  • Neutral special no longer regains its hop on ledgegrab
  • Down special can now cancel into up tilt & up strong
  • Down special can now cancel into up special if grounded or (at the cost of a jump) in the air

Ultra Fishbunjin 3000

  • Fixed issue where hitbox on down throw could refresh infinitely
  • Fixed issue where Fishbunjin would never receive edgeclimb attack intangibility
  • Shield health increased (50 -> 60)
  • Forward tilt priority reinstated (0 -> 5)
  • Aerial empty lag standardized (5 -> 4)
  • Neutral air animation tweaked to no longer hit behind
  • Forward air angle reverted (35 -> 40)
  • Forward air knockback growth reduced (2.3 -> 2.2)
  • Dumbbell during finisher stall no longer land cancels before the dumbbell is thrown
  • Dumbbell landing lag fixed, before it ended too early by mistake (15 -> 25)
  • Forward strong angle reverted (40 -> 45)
  • Down strong now takes a jump if canceled via up special
  • First 5 frames of finisher landing lag activate forward strong
  • Finisher base knockback reduced (100 -> 80)
  • Finisher hitstun reduced (1 -> 0.8)
  • Pummel now hits other opponents
  • All throws now have a hitbox
  • Forward throw less DIable (1.2 -> 1)
  • Up throw more DIable (1.4 -> 1.5)
  • Down throw knockback growth increased (1.5 -> 1.6)
  • Flex can now cancel into up tilt & up strong
  • Flex can now cancel into up special if grounded or (at the cost of a jump) in the air
  • Flex can cancel into flex by pressing special after a 5 frame window of tapping up
  • Forward special priority reinstated (0 -> 5)
  • Forward special can now cancel into up tilt and up strong
  • Forward special can now cancel into up special if grounded or (at the cost of a jump) in the air
  • Forward special can cancel into flex by pressing special after a 5 frame window of tapping up
  • Up special now has a large body hitbox that acts as a sourspot (weak up air properties)
  • Up special super armor now focused entirely on ascending dumbbell
  • Aerial down special animation tweaked to no longer hit behind

Princess Remedy

  • Shield health increased (50 -> 60)
  • Airspeed increased (8 -> 9)
  • Jab base knockback reverted (80 -> 60)
  • Forward tilt now only clanks on arm
  • Up tilt now only clanks on leg
  • Up tilt reverted to old rr priority
  • Down tilt knockback gain reverted (2 -> 1.8)
  • Down tilt reverted to old rr priority
  • Aerial empty lag standardized (3 -> 4)
  • Back air shield damage decreased (1 -> 0.3)
  • Back air angle raised (162 -> 145)
  • Back air startup increased (5 -> 13)
  • Back air tipper hitbox added
  • Back air tipper DI modifier decreased (1 -> 0.6)
  • Back air sourspot damage decreased (12 -> 10)
  • Back air tipper damage increased (12 -> 13)
  • Back air tipper hitlag and selflag increased (1 -> 1.5)
  • Back air sourspot hitstun decreased (1 -> 0.7)
  • Back air tipper knockback growth increased (1.8 -> 2)
  • Back air sourspot base knockback decreased (120 -> 110)
  • Forward Strong no longer activates a frame early when canceled into from finisher
  • Up strong scooping hitbox removed
  • Up strong now one consistent size (1.35)
  • Up strong active frames reduced (14 -> 8)
  • Down strong now travels through platforms
  • Fixed down strong sending Remedy too low (was never compensated for gravity)
  • Pummel now hits other opponents
  • Up throw VXDI removed
  • Up throw DI reimplemented (0 -> 1.5)
  • Down throw now has a hitbox
  • Neutral special can now be land canceled
  • Forward special no longer dash cancelable (bugfix)
  • Forward special no longer stores charges
  • Forward special fully charges in half the time (120 -> 60), but full charge variant is now weaker
  • Forward special can be canceled up until the point the flask actually leaves Remedy’s hands
  • Forward special cancel can now be buffered
  • Forward special landcancel can now be prevented by holding special button
  • Mine now disappears upon death

Business Casual Man

  • Shield health increased (50 -> 60)
  • Friction standardized (0.8 -> 1), Floorbrake decreased to compensate (40 -> 30)
  • Forward tilt angle reverted (42 -> 45)
  • Down tilt first hit removed entirely
  • Down tilt damage increased (3 -> 6), compensates for first hit removal
  • Down tilt base knockback increased (140 -> 155)
  • Down tilt knockback gain decreased (2.2 -> 1.25)
  • Down tilt selflag reduced (1 -> 0.65)
  • Aerial empty lag standardized (3 -> 4)
  • Neutral air final hit knockback gain reverted (2.6 -> 2.5)
  • Forward air angle reverted (40 -> 45)
  • Forward air knockback gain reverted (2.6 -> 2.5)
  • Back air no longer immediately snaps to the ground after leaving an edge
  • Down air hitboxes tweaked for consistency
  • Forward strong angle reverted (42 -> 45)
  • Forward strong sourspot removed
  • First 5 frames of finisher landing lag activate forward strong
  • Finisher sell variant cards no longer SDIable
  • Forward throw non-sell variant knockback gain reverted (2.2 -> 2)
  • Up throw now has a hitbox
  • Down throw knockback gain reverted (2 -> 1.8)
  • Neutral special (base version) shield damage reduced (1.2 -> 0.5)
  • Neutral special shieldstun increased (1.7 -> 1.9, compensates for general shieldstun nerf)
  • Forward special no longer gains super armor upon getting a grab
  • Up special tie hitbox reduced slightly

Goddess of Explosions

  • Shield health increased (50 -> 60)
  • Forward tilt hitboxes now accurate to the animation
  • Down tilt now clanks on leg
  • Down tilt knockback gain reverted (2.1 -> 2)
  • Down tilt initial hitboxes now align with slopes
  • Aerial empty lag standardized (3 -> 4)
  • Down air hitboxes reduced, now more focused on leg
  • Down air clutch overhauled, now acts like other clutchable moves during recoil
  • Down air now rapidly decelerates instead of stopping immediately
  • Forward strong angle reverted (40 -> 45)
  • Forward strong knockback growth decreased (1.8 -> 1.7)
  • Forward strong weak hit given clank properties
  • Forward strong weak hit base knockback decreased (170 -> 140)
  • Forward strong weak hit knockback growth decreased (1.7 -> 1.2)
  • Forward strong no longer cancelable into utilt
  • First 5 frames of finisher landing lag activate forward strong
  • Forward throw strong hit angle reverted (40 -> 45)
  • Forward throw initial throw knockback set
  • Forward throw initial throw angle tweaked (45 -> 20)
  • Back throw angle reverted (145 -> 140)
  • Fireball rebound cap increased (10 -> 999)

Asha

  • Shield health increased (50 -> 60)
  • Arm hitboxes readded to relevant attacks (excluding elbow hitboxes for utilt)
  • Aerial empty lag standardized (3 -> 4)
  • Forward air horizontal angle reverted (43 -> 45)
  • Forward air sourspot damage increased (6 -> 9)
  • Back air now lasts an extra active frame (1 -> 2)
  • Back air endlag increased (35 -> 45)
  • Up air waist hitbox removed
  • Down air VXDI removed
  • Down air angle lowered (60 -> 50)
  • Down air DI increased (1 -> 1.5)
  • Down air SDI increased (1.5 -> 2)
  • Down air hitlag increased (1 -> 1.5)
  • Forward Strong no longer activates a frame early when canceled into from finisher
  • Forward strong now lasts an extra active frame (1 -> 2)
  • Forward strong angle reverted (42 -> 45)
  • Forward strong knockback gain reverted (2.2 -> 2.1)
  • Forward strong endlag increased (28 -> 36)
  • Forward strong hitlag & selflag increased (1 -> 1.5)
  • Up strong shell is no longer parriable
  • Down strong hitbox activation delayed (30 -> 45)
  • Finisher has an extra hitbox by Asha’s head
  • Forward throw angle reverted (48 -> 50)
  • Back throw angle reverted (143 -> 140)
  • Down throw now has a hitbox
  • No longer gain teleport recharge while in hitstun
  • Teleport recovery rate lowered (0.25 -> 0.2)

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