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Patch 1.5.0 - The Custom Combo Update

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:
    • Added extra color customization options for weapons etc.
    • Your last selected style is saved (finally).
  • New network security improvements thanks to Steven4547466. This patches out the following:
    • Receiving RPC from anyone if they're not your opponent
    • Changing match settings as non lobby owner
    • Receiving match quit from anyone except your opponent
    • Being forced into matches by anyone without accepting
    • Anyone being able to cancel challenges for you
    • Anyone being able to force you to spectate them
    • Anyone being able to decline your spectate, even if you didn't request to spectate them
    • Anyone being able to update any match data as your spectating
  • Player collision is now resolved in order of player priority instead of fixed p1 -> p2.
  • Emboldened font for some UI elements
  • Slight QOL improvements to the character select screen
  • DI values can no longer exceed their normal max length. This prevents hackers from DIing extremely far.
  • Various patches to UI to prevent some extremely busted exploits (fresh milk tech)
  • Fixed some moves being negative on hit when they should automatically interrupt during those circumstances (this may cause other issues)

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
    • 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)
    • 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)
  • Quick Slash (during neutral)
    • No longer has a hitbox
    • IASA decreased (20f -> 18f)
  • Quick Slash (during combo)
    • Hitbox size increased
    • The followup wont come out unless you hit the initial hitbox.
  • Jump Kick
    • Damage reduced (1200 -> 1000)
  • Heavy Chuk
    • First 2 hits damage reduced (600 -> 350) to account for scaling changes
    • Last hit damage reduced (800 -> 500) to account for scaling changes
  • Drop Kick
    • Damage increased (1050 -> 1100)
    • Hitstun increased (20f -> 21f)
  • Nun Chuk
    • Projectile comes out earlier (8f -> 6f)
  • Dive Kick
    • Is now attack- and jump-cancellable
    • No longer cancels on hold
    • Increased knockback (5 -> 10)
    • Hitstun increased (16f -> 18f)
  • Throw (grounded)
    • Increased knockback (9.25 -> 11)
    • Increased DI modifier (1.0 -> 1.25)
    • Damage reduced (1500 -> 1100 in neutral, 900 -> 700 in combos)
    • Hitstun reduced (30f -> 24f)

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
    • Cowboy's forward walk speed, dash speed, and max air speed are increased during this move.
  • Temporal Round
    • Removed hitstun/damage scaling
    • Added toggle to make it go off faster
  • Three Combo
    • First hit DI nudge modifier reduced (1.0x -> 0.5x)
    • Reduced second hit damage (500 -> 400) to account for scaling changes
    • Third hit hitstun reduced (30f -> 28f)
  • Impale
    • First hit damage reduced (50 -> 30)
    • Second hit damage reduced (1500 -> 1450)
  • Vert. Slash (grounded)
    • Is now +1 on block
    • Hitstun reduced (40f -> 32f)
  • Horiz. Slash (aerial)
    • Knockback angle sends slightly downward now
  • Vert. Slash (aerial)
    • Knockback angle sends slightly more downward now
  • Gun Throw
    • The gun is now unparriable
    • Still shoots when blocked
  • Downward Cleave (grounded)
    • Startup reduced (11f -> 10f)
    • Goes airborne 1 frame earlier.
    • Is now special-cancellable
  • Lasso
    • Is now aimable
    • Is now free-cancellable.
    • Getting parried forces Cowboy to roll toward the opponent
  • Ankle Cutter
    • Knockback increased (6 -> 8.5)
    • Damage increased (700 -> 900)
  • Foresight
    • No longer gust-able
  • Stinger
    • Sends higher now
    • Knockback reduced (14 -> 11)
    • Is now a hard knockdown
    • lowered launch angle
    • will always have at least 7f hitstun before landing
  • Back Slash
    • Sweetspot hitlag increased on the victim (13f -> 18f)
    • Sweetspot damage reduced (1600 -> 1300)
    • Sweetspot startup reduced (9f -> 8f)
  • Izuna Drop
    • Counts as a combo hit again
    • Damage increased (1900 -> 1950)
    • Landing this nets Cowboy a bunch of extra super meter.

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
    • Level 1 super. Spawns a random object that you can launch at any time. Drops if you get hit.
  • Spark Bomb
    • Is now a level 2 super (from 1)
    • Hitlag increased (10f -> 14f)
    • Spark buff now lasts longer (35f -> 70f)
  • Mana Strike
    • Increased hitlag for victim (7f -> 8f)
  • Icicle (grounded)
    • Damage reduced (1000 -> 900)
    • Now gives the option to do a jumping aerial version.
  • Icicle (air)
    • Added hitbox closer to Wizard's body.
  • Missile Form
    • Weak hit hitstun decreased (18f -> 12f)
    • Strong hit hitstun reduced (40f -> 30f)
    • Increased damage on weak hit (650 -> 850)
    • Increased victim hitlag on strong hit (13f -> 15f)
    • Decreased knockback on strong hit (11 -> 9.5)
  • Conjure Storm
    • First hit damage reduced (900 -> 600) to account for scaling changes
    • Hitstun reduced on all the first hit (30f -> 22f)
    • No longer wall splats
    • Attacker hitlag increased on second hit (4f -> 8f)
    • Can't be cancelled into itself
  • Flame Wave
    • Disappears at the wall again

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
    • Reduced active time (110f -> 70f)
  • Boost
    • Increased hitsstun (18f -> 20f)
    • Hitstun now lasts for at least 10 frames, even on DI down.
    • Raised knockback angle a bit
    • Decreased knockback (8 -> 6)
  • Galvanize
    • IASA reduced (12f -> 11f)
  • Chain Saw
    • Damage reduced per hit (550 -> 240) to account for scaling changes
    • DI nudge modifier increased (0.3x -> 0.5x)
    • Is now +2 on block
    • Can't be cancelled into itself
    • Now counts (as it should) as a special move for cancelling purposes
    • Raised chip damage modifier (1.0x -> 1.5x)
    • Reduced block pushback modifier (1.0x -> 0.5x)
  • Vacuum
    • Increased knockback (7.5 -> 12)
    • Now sends airborne
    • Is now super-cancellable
  • Charge Dash
    • Can no longer be counterhit
  • Earthquake
    • Shockwave hitbox size increased and sends backward with increased knockback (5 -> 7)
  • Saw Blade
    • Reduced damage on the multihit (690 -> 350) to account for scaling changes
plz have fun with the new update or else organiccucumber


[ 2023-05-16 21:27:54 CET ] [ Original post ]



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Your Only Move Is HUSTLE
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