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Game Speed and Pacing (v0.22.0)

This patch aims to increase game speed and pacing by increasing aerial mobility, increasing attack speed, and reducing knockback scaling on many attacks to make them more usable as setup tools for combos and knockouts. Shoutouts to the folks in the Discord who helped test these changes.

General Gameplay


  • Significantly increased fast fall speeds.
  • Increased max air speed and acceleration.
  • Suits now gain more speed from dash attacking.
  • Buffering an air dodge with no direction input will now cause you to wavedash down instead of airdodging in place.

UX/UI:


  • Increased volume of "match found" sound effect.
  • Escape now must be held for 2 seconds to exit fullscreen. This allows keyboard users to use esc as back button without accidentally exiting full screen.
  • You can now bind 3 buttons/keys to a single input, up from 2.
  • Keyboard users can now bind a key to use as a dedicated start button, as an alternative to the default keys.

Gear Pieces


Quad Staff


  • Slightly reduced length of bladed section of staff. This means most attacks had their range slightly reduced (unless otherwise specified).
  • Jab: -1f start lag.
  • Up tilt: -1f active frames, -1f end lag. Reduced knockback scaling on strong hitbox.
  • Forward tilt: -1f start lag, -1f end lag.
  • Down tilt: -1f end lag. Increased size of inner hitbox.
  • Dash attack: -1f start lag, -3f end lag. Range unaffected.
  • Up strong: -1f start lag, -1f end lag.
  • Forward strong: -4f end lag.
  • Down strong: -1f start lag, -1f end lag.
  • Neutral air: -1f end lag, -1f landing lag. Range unaffected.
  • Up air: -2f active frames, -2f end lag.
  • Forward air: -1f start lag. Range minimally affected.
  • Down air: -1f start lag, -1f end lag. Reduced knockback scaling.
  • Back air: -1f active frames, -2f end lag. Reduced knockback scaling on tip hitbox.

Flame Cannon


  • Up tilt: -1f start lag, -1f active frames, -1f end lag. Reduced knockback scaling.
  • Forward tilt: -1f start lag, -2f end lag.
  • Down tilt: -1f start lag, -1f active frames, -2f end lag.
  • Dash attack: -1f start lag, -1f end lag.
  • Up strong: -2f start lag, -1f end lag. Slightly reduced hitbox size.
  • Forward strong: -2f start lag, -2f end lag. Slightly reduced hitbox size.
  • Down strong: -1f start lag, -2f between active frames.
  • Neutral air: -2f start lag.
  • Up air: -1f start lag.
  • Forward air: -1f start lag, -1f end lag. Reduced knockback scaling of final hit.
  • Down air: -1f start lag, -1f landing lag.
  • Back air: -1f start lag.

Chakram


  • Up tilt: -1f start lag, -1f active frames, -1f end lag. Reduced knockback scaling.
  • Forward tilt: -2f start lag, -3f end lag.
  • Down tilt: -2f active frames, -2f end lag. Reduced knockback scaling and increased knockback angle.
  • Dash attack: -1f start lag, -3f end lag.
  • Up strong: -3f active frames, -4f end lag.
  • Forward strong: -3f active frames, -3f end lag.
  • Down strong: -2f between active frames. Reduced damage from 13 to 12.
  • Neutral air: -2f start lag, -1f active frames, -2f end lag. Slightly reduced range.
  • Up air: -1f start lag, -1f landing lag.
  • Forward air: -2f start lag, -1f end lag.
  • Down air: -1f start lag, -1f end lag, -1f landing lag. Reduced range.
  • Back air: -1f active frames, -1f end lag, -1f landing lag. Reduced range.

Pincers


  • Up tilt: -1f start lag, -1f active frames, -2f end lag. Reduced knockback scaling.
  • Forward tilt: -1f start lag, -2f active frames, -2f end lag.
  • Down tilt: -1f start lag, -1f end lag. Reduced knockback scaling.
  • Dash attack: -1f start lag, -1f end lag.
  • Up strong: -2f start lag, -1f end lag.
  • Forward strong: -2f start lag, -3f end lag.
  • Down strong: -1f start lag, -1f end lag
  • Neutral air: -1f active frames, -2f end lag.
  • Up air: -1f start lag, -1f landing lag.
  • Forward air: -1f start lag, -1f landing lag.
  • Down air: -1f start lag, -1f landing lag. Reduced knockback scaling.
  • Back air: -1f start lag, -1f landing lag.

Warp mine


  • Slightly reduced base knockback of explosion and reduced damage from 12 -> 10.
  • Endlag of self detonate now scales with percent.
  • Reduced start lag of placing mine (neutral special) by 1f. Reduced end lag of strong mine toss by 1f.
  • Your mine now freezes in place when you initiate a teleport, making it more consistent to use tosses (especially strong tosses) for recovery.

Parasol


  • Reduced dive damage from 10 -> 8.

Jet boots


  • Reduced spin attack start lag by 2f, reduced end lag by 1f.

Suits


  • Oleg, Skelebob, Television: Slightly increased ground speed.
  • Oleg: Slightly decreased weight (knockback resistance).
  • Space suit: Slightly increased gravity and reduced jump height. Decreased shield size.
  • TV: Increased shield size.
  • Skelebob: Decreased instakill threshold by ~5%.
  • Cloak: Added +2f end lag on whiffed counters, reduced length of active counter hitbox by 1f.

Secondaries


  • Reduced start lag of all secondaries by 1f.
  • Plunger: Reduced knockback scaling on up throw and forward throw.
  • Spiked fist: reduced end lag by 1f. Reduced knockback scaling.
  • Harpoon: Reduced end lag on whiff by 5f. Increased knockback scaling and decreased angles of down throw and back throw (this makes them more powerful kill throws). Reduced knockback scaling of up throw.


[ 2024-08-03 20:42:23 CET ] [ Original post ]



Counterpick Labs
UrbanMotmot
  • Developer

  • UrbanMotmot
  • Publisher

  • 2024
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 11  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (71 reviews)


  • Review Score

  • https://store.steampowered.com/app/2837280 
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  • Smooth platform fighter action


    Combo your opponents and knock them offstage to secure the win. Play locally or online with rollback netcode. Free to play with no way to buy power.

    Build your perfect fighter


    Over 200 (and growing!) loadout combinations, plus countless cosmetic options.
    For a tanky, ranged build, pair Oleg's might with the Warp Mine's teleport, and hurl Chakrams to deal damage from afar. Or dominate the skies by combining Space Suit's triple jump with Jet Boots' maneuverability and the momentum-altering recoil of the Flame Cannon.

    Classic & roguelike combat


    Enjoy intense, skill-based combat in Classic mode. Or try your luck in the roguelike Arena mode, where you'll earn powerful upgrades as you fight, from elemental weapon auras to ricocheting projectiles to dramatic stat boosts.
    MINIMAL SETUP
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