
WHATS GOOD HUSTLERS!!!! The new patch is ready...
Other than the new customization options, the main focus for this patch is increasing interactivity for both players during all states of advantage, especially combos. Combo length is theoretically just as long as before, but my hope is that you will now have to work harder and read your opponent better to extend combos, relying on DI mixups and improvisation instead of memorization. DI should now be both more useful for the defender, and more rewarding to capitalize on for the attacker.
Anyway, you can view all changes below. Since this patch log is smashed together from about 20 consecutive unstable patches, there's probably some incorrect info here lol. But I did my best to make sure it's all accurate and will correct mistakes as I learn of them.
And yes, there will be more news about the new character soon...
1.5.0
- Improvements to custom styles:[list]
- Added extra color customization options for weapons etc.[/*]
- Your last selected style is saved (finally).[/*]
All Characters
-
Added FX for throws and knockdown.
[/*] -
Burst is now frame 4 instead of frame 2 (burst cancel still unaffected)
[/*] -
Melee attacks now only increase combo scaling once per attack, instead of once per hit
[/*] -
Added ground bounce sound
[/*] -
Grab
[list] - Renamed to Throw[/*]
- Throw directions are now a buffered input[/*]
- Robot's air grab/throw is unchanged[/*]
Ninja
-
Like usual, Ninja is my model for balance this patch, as their combos require good game sense and reads to eke out the most damage. Not much is changed except for Quick Slash - which, despite how it might look, has been buffed in a way that I think is more fun for both players.
[/*] -
Quick Slash (during neutral and combo)
[list] - Distance is now adjustable.[/*]
- You can now choose to buffer one of 3 attacks at the end of the move (changes depending on if Ninja is grounded or aerial).[/*]
- Removed whiff penalty (parry penalty still applies) [/*]
Cowboy
-
Cowboy has been underperforming again, largely due to their poor neutral tools and general inability to string together longer combos even on a DI read. These changes should improve Cowboy's neutral and ability to better chase down opponents in a combo, while toning down some of the more boring setups Cowboy has had to rely on for a while.
[/*] -
1000 Cuts
[list] - Cowboy's forward walk speed, dash speed, and max air speed are increased during this move.[/*]
Wizard
-
Wizard has had some problematic tools (namely spark bomb) and a combo game that eclipses the other characters in terms of sheer number of turns spent and consistent damage dealt. These changes should bring Wiz more in line with the other characters while giving the character new tools to deal with previously optimal DI.
[/*] -
Increased hover repletion and depletion rate
[/*] -
Reduced aerial hover gain
[/*] -
Minimum requred hover meter has been increased
[/*] -
Starts with 3/4 hover meter now
[/*] -
Hover no longer depletes and repletes at the same time (lol)
[/*] -
Fast falling now consumes a bit of hover meter
[/*] -
Fastfalling in Missile Form drains a lot of hover meter.
[/*] -
Hover meter renamed to swag (shadow wizard anti gravity) meter
[/*] -
New move: Telekinesis
[list] - Level 1 super. Spawns a random object that you can launch at any time. Drops if you get hit.[/*]
Robot
-
Robot has been pretty good in terms of power level, but needed some adjustments. Alongside toning down some of its polarizing moves, I've (surprise) given it some more tools to deal with different DI angles.
[/*] -
All supers are now available during Drive.
[/*] -
Removed flame stacking
[/*] -
Magnetize
[list] - Reduced active time (110f -> 70f)[/*]
plz have fun with the new update or else organiccucumber
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