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Costume - Dog - TerminateEventsPunch Planet - Version 0.5.5
Major update

Punch Planet - Version 0.5.5

Costume - Dog - Terminate · published 25 Aug 2020, 18:33 UTC

All eventsPlayers around this dateRead on Steam

Version 0.5.5 is now released!

Watch on YouTube
This update contains gameplay balance adjustments, character animation improvements, and engine quality of life enhancements.

Note: I hit the character limit for this steam announcement and had to cut out some of the changes, you can read the full detailed notes here

INTERFACE

  • Added network connection display when playing online matches
  • Added interface option for toggling network connection display
  • Added interface option for toggling player info when playing online

GRAPHICS OPTIONS

Added Framerate Type option. This lets the engine to adjust how and when it processes the game loop, and allows the game to run at frame rates other than 60 frames per second. Available options:

  • Locked (60): 60 FPS locked (default - current functionality)
  • Unlocked (VSync): Enables Unity's VSync, FPS tied to monitor refresh rate
  • Unlocked (Refresh Rate): Does not enable Unity's VSync, FPS still tied to monitor refresh rate
  • Unlocked (Uncapped): FPS is not bound, game will render as fast as possible


These options can be helpful for running on machines that have monitors with higher-than-60 hz refresh rates, which can reduce visual stutters and provide a smoother experience. Some of these may have an effect on input lag depending on the machine, so please test and see which one is right for you.

ANIMATIONS

Updated almost all animations of characters being hit and knocked around, combos and attacks should look better across the board

  • Updated hit / block stun animations
  • Updated wall bounce animations
  • Updated juggle animations
  • Updated knockback animations
  • Updated sweep animations
  • Updated rise animations
  • Updated proximity block animations


This is a pretty extensive quality improvement overall and should really help sell the visual impact from the defender's side.

BATTLE CAMERA

More changes to the in-game camera, should generally feel more consistent and readable, especially for air-to-air situations.

CHAINED LIGHT ATTACKS

Adjusted and re-balanced the timing window for all chained light attacks. Generally the rule is that chaining into light-punch attacks as quickly as possible will now yield a true-block string. Chaining lights as quickly as possible will now "jail" the defender (none of their inputs will come out), which has a few implications for both the attacker and defender:

  • The attacker can push the defender out without risking retaliation
  • The attacker no longer receives a free frame-trap, they must delay their chain input if they want to allow the defender to attempt a counter
  • The defender must risk more when attempting to counter while they are being chained, since their input is not guaranteed to come out

COLLISION BOXES - HURT BOXES

All body types have had their hurt box width decreased, which generally makes them thinner and a bit harder to hit. This should make the neutral game a bit more nuanced (need to be slightly closer for all things to hit) and increase the effectiveness of whiff punishes (more opportunities). Some specific combos may be lost but we've tried to mitigate it as much as possible.

COLLISION BOXES - MOVE BOXES

All body types have had their move box width decreased, which will allow characters to get slightly closer to each other. Also helps mitigate the above hurt box change.

Also, the height of all standing and crouching move boxes has been lowered a bit. This should allow characters to land slightly lower on top of each other before they are physically resolved (left / right).

COLLISION BOXES - GRAB BOXES

Slightly increased the width of all body types' grab boxes, which should make it slightly easier to grab characters.

DAMAGE - CHIP DAMAGE

Increased chip damage from Special-Attacks and Super-Attacks across the board, should make blocking these moves hurt a bit more.

DAMAGE - CHIP KILLS

EX-Special-Attacks can no longer chip kill the opponent (KO while blocking), Super-Attacks are now the only attacks that will work.

DAMAGE - FAKE GUTS

Added "Fake" GUTS, a visual-only adjustment to how character health is mapped to the health bar. Instead of a 1:1 mapping (50% health = 50% bar), there is now a subtle curve that weights lower health (50% health ~= 45% bar). This has a few affects on things:

  • Makes low health situations feel more "tense" (hits / combos are harder to read if they will KO)
  • Makes combos at max health look beefier (even though they aren't)
  • Can help players feel like they are "low health" earlier (maybe they start playing more conservative sooner)

DAMAGE - SCALING

Adjusted combo scaling to make them fall off a bit faster

  • Old: 100%, 80%, 60%, 50%, 45%, 40%, 35%, 30%
  • New: 100%, 80%, 60%, 50%, 40%, 30%

DASH - FORWARD

Being hit during a forward dash's startup or active state will now grant the attacker a counter hit.

DASH - BACKWARD

All characters' back dash animations have been adjusted so that they cover more ground during the first 6 frames. This should help characters avoid being reset at point blank range when they are hit immediately after their invulnerable frames have run out.

Also, the total frames of all back dashes have been standardized to 24 frames. This is a nerf for four characters (Roy, Cid, Agent, Maxx had 22), a buff for one (Tyara had 25), and no change for one (Dog). This should help balance the effectiveness of using back dash as an escape tool (easier to punish), a movement tool (covers same distance over more frames), or as a counter attack (less advantage).

EFFECTS

Added some new character effects to give more clarity to a couple situations

  • Added blue flast to characters when they are reset by the opponent
  • Added blue flash and flyout to characters when they start their wake up animation

HIT STOP

All hit stop values (freeze when collisions happen) have been standardized and reduced across the board. This will make the game feel faster and snappier, and make offense slightly more difficult (execution must be faster):

  • Light attacks: Reduced from 7/8 to 6
  • Medium attacks: Reduced from 10/11 to 8
  • Heavy attacks: Adjusted from 9/11 to 10
  • Special attacks: Remain 12
  • Airborne normal attacks: Reduced from 9 to 8


In general it is now 6/8/10/12 for light/medium/heavy/special respectively. Parry values have been adjusted by the same relative values (hit stop + 4)

INPUT - LENIENCY

Most of the input leniency values when returning to a neutral state have been reduced. This affects how easy is it to string actions together or perform actions when coming out of recovery states, and these changes will generally make things more difficult to execute because input timing is more strict. Affected situations:

  • Normal -> Neutral (Link): Decreased from 3 to 2
  • Special -> Neutral (Link): Decreased from 6 to 4
  • Wakeup -> Neutral (Wakeup): Decreased from 4 to 3
  • Dash -> Neutral: Decreased from 4 to 3
  • Hit/Block Stun -> Neutral: Decreased from 3 to 2
  • Reversal -> Decreased from 8 to 6


These changes should make the execution a bit more tight, and will affect the risk / reward players have when deciding what combos or attacks to go for while in a match.

Also improved a few situations' leniency for easier execution:

  • Dash -> JTC: Increased from 10 to 20
  • Projectile -> DTC: Increased from 8 to 20

INPUT - DTC MINIMUM FRAMES

Decreasaed the minimum amount of frames needed after a move is input and when a DTC can be triggered. With the hit stop reductions this needed to be reduced as well so moves like Agent Cr.MP (fast DTC-able moves) could function.

JUGGLES

Fixed the function that calculates how many frames till the ground a character has when they are juggles. Should make juggle -> ground impact animations sync up better (correctly)

METER

Slightly decreased how much T-meter is gained per-frame, should make this meter a bit more precious.

  • Increased time per T-bar from 17.1~ seconds to 17.5~ seconds

JTC

JTC has been broken into two distinct versions, a Hop version (done from neutral) and a Dash version (done from a dash). Previously these two situations would use the same data, but now the JTC they produce have a few differences:

  • Hop: Does not go as far, will not corpse hop
  • Dash: Goes farther, can corpse hop


These changes should help balance the risk / reward when going for a corpse hop mix up (slower and more telegraphed since it requires a dash), and also help improve the effectiveness of going for a meaty JTC attack (point blank JTC will never go over, so players can focus more on the timing of the JTC than getting the spacing right as well).

Other changes to the JTC in general:

  • Decreased hit box range
  • Adjusted later hit box so that it won't cross up
  • Decreased pushback
  • Decreased juggle x-velocity


These changes should make it a bit less effective in neutral, but a bit easier to convert off when it does hit.

JUMPS

Reduced the cancel window for all jumps to disallow 2 frames on the end of the jump (right before landing), which should make it easier to perform empty jumps into grounded attacks.

All characters have also had their jump arcs adjusted, mostly to give them a slightly higher arc but move faster vertically.

PUSH BACK

Some adjustments to how fast pushback is applied when attacks connect, should make hits feel punchier and resolve a bit faster

  • Decreased pushback calculation frames (pushback happens over fewer frames)
  • Decreased pushback calculation speed factor
  • Increased trade pushback scale (trades will push each character out more)
  • Increased crossup pushback scale
  • Decreased pushback on Airborne-Normal-Attacks


All characters have also had the pushback on their light attacks standardized

  • All light-punch attacks now have the same amount of pushback
  • All light-kick attacks' pushback have been adjusted to not be more than the light-punches (some can have less)


This should make light attack combo / string situations feel more consistent across the board

SUPERS - COUNTER HIT

When hit during the recovery, all Super-Attacks now grant a counter hit bonus to the attacker.

TAUNTS

Added a Taunt for each character, input is HP + HK.

THROWS - HURT BOX

Added extended hurt boxes to the followthrough state of all Regular-Throws, should make it much easier to whiff punish.

THROWS - TECH WINDOW

Decreased standard throw tech window frames from 8 to 7, should make defending against throws a little more difficult.

WALKING - RAMP

Made a few adjustments to how the walk ramp movement curve is applied, wanted to make the entire ramp happen faster but start from a lower start speed:

  • Decreased walk ramp frames from 6 to 4
  • Decreased walk ramp start speed from 50% to 25%


This should make extremely fast micro walking (one or two frames) feel a bit more precise (travels less distance), but characters will reach their maximum walk speed quicker than before.

WALKING - SPEED

Backward walk speeds for all characters has been reduced across the board. This should help exaggerate the difference between moving forward and moving backward, which makes it harder for characters to retreat from pressure and harder to move out of footsie range (on the flip side easier to stay in footsie range if moving a lot).

Roy

  • Walk.Forward: Decreased speed
  • Walk.Backward: Significantly decreased speed
  • Dash.Backward: Increased total frames, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher)
  • Throw.Backward: Increased recovery frames (post-throw)
  • DTC: Updated animation
  • St.LP: Increased pushback, lowered hitbox top, increased block stun
  • Cr.LP: Increased pushback
  • Cr.LK: Decreased pushback, adjusted chain window, decreased hit adv, increased block adv
  • St.MP: Decreased juggle value, increased pushback, increased active frames
  • Cr.MP: Decreased pushback, lowered hitbox top
  • Cr.MK: Reduced hitbox range, reduced hurtbox range
  • St.HP: Now resets against airborne, increased pushback, reduced hitbox range, reduced hurtbox range
  • Cr.HP: Initial active state changed from crouching to standing
  • St.HK(Both): Decreased pushback on block
  • St.HK(Charged): Increased active frames
  • Cr.HK: Decreased pushback on block, decreased KD frames, decreased follow / recovery frames, decreased block stun / dtc adv
  • Jp.HK: Increased startup frames, decreased active frames, decreased block stun, decreased KD frames, now only causes a hard KD against juggled opponents
  • Gunshot.L: Decreased pushback, no longer hits against airborne opponents, decreased block stun / adv
  • Gunshot.M: Decreased damage
  • Gunshot.H: Decreased distance moved during follow (gun recoil), decreased damage
  • Gunshot.EX: Can no longer chip kill, decreased damage
  • Headbutt.All: Lowered hitbox top
  • Headbutt.L/M/H: Increased spike x-velocity, increased corner pushback
  • Headbutt.L: Decreased KD frames
  • Headbutt.M: Decreased follow frames, decreased damage, decreased KD frames, decreased block stun
  • Headbutt.H: Decreased follow frames, decreased damage, decreased block stun
  • Headbutt.EX: Increased wall bounce x-velocity, can no longer chip kill
  • Super.Gunshot: Increased damage on block, now grants counter hit, decreased KD frames, increased wall bounce x-velocity
  • Super.Punch: Decreased damage, increased damage on block, now grants counter hit, increased KD frames

Cid

  • General: Decreased damage scale
  • Walk.Forward: Decreased speed
  • Walk.Backward: Significantly decreased speed
  • Dash.Forward: Decreased total frames
  • Dash.Backward: Increased total frames, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher)
  • Cr.LP: Decreased pushback, now chainable into St.LP / Cr.LP
  • St.LK: Increased startup frames
  • Cr.LK: Decreased pushback, adjusted chain window, decreased hit adv, increased block adv
  • St.MP(Both): Increased pushback
  • St.MP(Fast): Increased block stun / adv
  • Cr.MP(Both): Reduced hitbox range
  • Cr.MP(Fast): Increased pushback
  • Cr.MP(Charged): Decreased pushback, decreased hit stun / adv, increased block stun / adv
  • Jp.MP(Charged): Decreased juggle corner pushback
  • St.MK: Increased active frames, reduced hitbox range, decreased pushback, decreased hit stun / adv, increased block stun / adv
  • Cr.HP(Both): Reduced initial hitbox range, decreased pushback, decreased damage
  • Cr.HP(Fast): Decreased hit stun / adv
  • Cr.HP(Charged): Increased block stun / adv
  • Cr.HK: Decreased startup frames, decreased pushback on block, decreased KD frames, decreased block stun / dtc adv, decreased follow / recovery frames
  • KnifeRush.All: Reduced hitbox range, increased damage
  • KnifeRush.L/M/H: Decreased pushback on block, decreased corner pushback on juggle, decreased juggle x-velocity
  • KnifeRush.L: Increased startup frames, increased startup distance
  • KnifeRush.M: Decreased pushback on hit, increased startup distance
  • KnifeRush.EX: Increased travel distance during startup, now super cancellable, can no longer chip kill
  • KnifeWheel.L: Increased damage
  • KnifeWheel.M: Decreased damage
  • KnifeWheel.H: Decreased damage
  • KnifeWheel.EX: Increased damage, can no longer chip kill
  • Grenade.Projectile.L/M/H: Decreased damage
  • Grenade.Projectile.EX: Decreased damage, can no longer chip kill, increased second-hit hitbox width
  • Super.Ball: Increased each hit parry hit stop, increased damage on block, increased final hit corner pushback, increased un-hittable KD frames, now grants counter hit

TYara

  • General: Increased damage scale
  • Walk.Forward: Decreased speed
  • Walk.Backward: Significantly decreased speed
  • Dash.Backward: Decreased total frames, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher)
  • Throw.Forward: Increased KD frames
  • Throw.Backward: Decreased KD frames
  • Proximity Block: Added unique animation
  • Hit / Block Stun: Updated all animations
  • St.LP: Updated animation, decreased startup frames, increased recovery frames, reduced hitbox range, reduced hubox range, increased hit stun (less adv overall), increased block stun, now chains into St.LP, Cr.LP, and Cr.LK
  • Cr.LP: Updated animation, adjusted chain window, reduced hit adv
  • St.LK: Decreased startup frames, adjusted follow / recovery ratio, extended hibox range
  • Jp.LK: Increased startup frames, increased block stun
  • St.MP: Adjusted follow / recovery ratio (easier to whiff punish), reduced hitbox range, raised hitbox top, extended follow hurtboxes
  • Cr.MP: Updated animation, decreased startup frames, decreased damage, decreased hit stun / adv, increased block stun / adv
  • Jp.MP: Updated animation, decreased startup frames, decreased active frames, lowered hitbox bottom, extended hurtbox range, now causes a reset against airborne opponents
  • St.MK: Updated animation, decreased follow frames, increased recovery frames, decreased damage, (first-hit) decreased hit stun / adv, (first-hit) decreased block stun / adv, (second-hit) increased dtc adv, retracted late hit box range
  • Cr.MK: Extended hitbox range, decreased total KD frames, counter-hit provides more hittable KD frames, decreased follow, decreased block stun / dtc adv
  • Jp.MK: Decreased active frames, increased follow frames, increased hit stun, decreased damage, can no longer cross up, reduced hitbox range, reduced hurtbox range
  • St.HP: Updated animation, increased damage, increased startup frames, decreased follow frames, decreased adv
  • Cr.HP(Pre-Hold): Changed to crouching
  • Cr.HP(Both): Decreased frames, adjusted recovery movement, increased juggle value
  • Cr.HP(Fast): Decreased juggle y-velocity, decreased block stun / adv
  • Cr.HP(Charged): Increased pushback, increased block stun / adv
  • Jp.HP: Updated animation, decreased startup frames, decreased active frames, increased hit stun, removed first hitbox, reduced hitbox range, lowered hitbox bottom
  • Jp.Splash: Updated animation, decreased active frames, reduced hitbox range in front, reduced hitbox range in back, decreased block stun
  • Cr.HK: Decreased first hit damage
  • Jp.HK: Now has separate hitboxes against standing / airborne opponents, adjusted hitbox ranges
  • Shield.All: Updated animation
  • Shield.L/M/H: Reduced hitbox range, decreased damage, decreased block stun / adv
  • Shield.L: Adjusted movement
  • Shield.M: Decreased active frames, increased follow frames, decreased pushback, decreased KD frames, increased juggle x-velocity
  • Shield.H: Decreased startup frames, decreased active frames, increased follow frames, decreased armor startup frame, decreased pushback, decreased KD frames, increased juggle x-velocity
  • Shield.EX: Updated animation, Increased startup and active state distance, can no longer chip kill
  • FlyingGoddess.All: Removed additional combo scaling, decreased distance travelled on whiff, changed startup state to crouching, decreased spike x-velocity, decreased spike corner pushback, decreased damage
  • FlyingGoddess.L/M/H: Now throw invincible while grounded
  • HeadLopper.All: Updated animation, adjusted hit / hurtboxes to new animation, decreased damage, increased follow frames, increased hit stun / adv, increased block stun / adv, all travel same distance
  • BreakYourBones.All: Updated animation, decreased damage scale
  • BreakYourBones.L/M/H: Increased KD frames, now throw invul
  • BreakYourBones.L: Increased damage, extended hitbox range
  • BreakYourBones.M: Slightly reduced hitbox range
  • BreakYourBones.H: Decreased damage, reduced hitbox range
  • BreakYourBones.EX: Increased damage, reduced hitbox range, increased ground bounce y-velocity, decreased KD frames, decreased post-throw recovery frames, increased throw invulnerable frames, now causes a soft KD, decreased juggle remove
  • Super.WarDance: Adjusted first two hits hitbox height, increased block damage, now grants counter hit, increased non-hittable KD frames
  • Super.MeteorGoddess: Updated freeze animation, reduced hitbox range, increased damage, now grants counter hit, increased post-grab x-position, decreased pushback

Dog

  • Walk.Forward: Increased speed, fixed blend not using walk ramp, fixed hitch in animation
  • Walk.Backward: Decreased speed
  • Dash.Backward: Updated animation, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher and farther)
  • Proximity Block: Added unique animation
  • Hit / Block Stun: Updated all animations
  • Throw.Whiff: Updated animation
  • Throw.Forward: Updated animation
  • Throw.Backward: Updated animation
  • St.LP: Decreased pushback, reduced hitbox range, adjusted chain window
  • Cr.LP: Increased startup frames, decreased pushback, reduced hitbox range, decreased hit stun / adv, increased block stun / adv
  • St.LK: Can now be chained into from other Light-Attacks, increased pushback, adjusted follow / recovery ratio
  • Cr.LK: Can now be chained into and out of other Light-Attacks, increased recovery frames, increased hit stun (but less advoverall), increased block stun (same adv)
  • St.MP: Increased active frames, decreased follow frames, decreased pushback, adjusted cancel window into St.HP, reduced hitbox range, decreased hit stun / adv, decreased block stun / dtc adv
  • Cr.MP: Changed to low, reduced hitbox range, reduced hurtbox range, increased block stun / adv
  • Jp.MP: Increased block stun
  • St.MK: Decreased frames between hits, increased first-hit pushback, decreased second-hit hit stun / adv, decreased second-hit block stun / adv
  • Cr.MK: Updated animation, increased startup frames, decreased frames between hits, decreased second-hit pushback on block, decreased block stun / adv
  • St.HP: Removed farther hitbox, lowered hitbox top, extended hitbox range, decreased KD frames, decreased hit stun / adv, decreased block stun / adv
  • Cr.HP: Now forces standing, decreased startup frames, raised hitbox top, increased pushback, decreased hit stun / adv
  • Jp.HP: Decreased block stun
  • St.HK: Increased juggle y-velocity, increased KD frames, increased block stun / adv
  • Cr.HK: No longer causes a hard KD, decreased juggle value
  • Jp.HK: Raised hitbox bottom, decreased block stun
  • PinWheel.All: Updated animation, removed armor during airborne frames, now transitions to crouching, adjusted jump arc (jumps higher)
  • PinWheel.EX: Can no longer chip kill, now grants counter hit in all recovery
  • PinWheel->Dive.All: Updated animation (tilts more), reduced hitbox range
  • PinWheel->Dive.Normal: Decreased dive x-velocity, increased block stun, decreased bounce corner pushback
  • PinWheel->Dive.EX: Decreased dive x-velocity, increased block stun, can no longer chip kill
  • PinWheel->Slide.EX: Can no longer chip kill
  • Run->Stop.All: Added frames of deceleration (moves slightly farther forward)
  • Run->Slide.All: Increased distance
  • Run->Slide.Normal: Increased juggle value
  • Run->Slide.EX: Can no longer chip kill
  • Run->MidStrike.All: Reduced hitbox range
  • Run->MidStrike.Normal: Increased startup distance, decreased startup frames, increased pushback on hit
  • Run->MidStrike.EX: Increased startup distance, decreased juggle value, decreased knockback x-velocity, now super cancellable, increased block stun / adv, can no longer chip kill
  • Run->LeapStrike.All: Decreased airborne startup frames, decreased KD frames, raised hitbox top, raised hitbox bottom, first two active frames no longer hit against crouching opponents, decreased pushback, decreased KD corner pushback
  • Run->LeapStrike.Normal: Increased startup distance, increased startup height, decreased recovery frames, decreased block stun / adv
  • Run->LeapStrike.EX: Increased startup distance, increased startup height, decreased recovery frames, no longer knocks down against grounded opponents, decreased block stun, can no longer chip kill
  • Super.PinWheel: Updated animation, recovery state change to crouching, increased startup distance, extended first-hit hitbox range, increased damage on block, increased block stun (no longer allows gaps between hits), increased final-hit corner pushback, increased final-hit juggle x-velocity, now grants counter-hit, increased non-hittable KD frames
  • Super.Run: Updated animation, lowered hitbox top, no longer hits against airborne opponents (juggled still works), increased damage on block, now grants counter-hit, increased non-hittable KD frames

Agent-G

  • General: Decreased damage scale
  • Walk.Forward: Slightly decreased speed
  • Walk.Backward: Decreased speed
  • Dash.Forward: Decreased total frames
  • Dash.Backward: Updated animation, increased total frames, adjusted distance
  • Crouch: Fixed blend animation
  • Jumps: Adjusted jump arc (jumps higher), updated backward animation
  • St.LP: Decreased pushback, now chains into Cr.LK
  • Cr.LP: Reduced hitbox range, now chains into Cr.LK, increased block stun / adv
  • St.LK: Extended hurtbox range
  • Cr.LK: Increased active frames, adjusted follow / recovery ratio, lowered hitbox top, lower hurtbox top, increased pushback, now chains into Cr.LK (itself), increased hit stun / adv, increased block stun / adv
  • St.MP: Reduced hitbox range
  • Cr.MP: Increased startup frames, decreased pushback, increased block stun / adv
  • St.MK: Decreased pushback
  • Fw.MK: Increased juggle y-velocity, increased hit stun / adv
  • Fw.MK->HK: Increased startup frames, increased recovery frames, decreased pushback, increased hit stun (increased dtc adv), increased block stun / adv
  • Cr.MK: Decreased pushback
  • St.HP: Reduced hitbox / hurtbox range
  • Cr.HP: Increased startup frames, extended initial hitbox range
  • Jp.HP: Can no longer cross up
  • St.HK: Increased block stun / adv
  • Cr.HK: Reduced hurtbox range, decreased pushback on block, decreased follow frames, decreased block stun / dtc adv, decreased KD frames
  • Fw.HK: Raised hurtbox top
  • Jp.HK: Decreased hit stun, decreased block stun, now causes a soft KD against airborne opponents (still hard against juggled)
  • CrescentKick.All: Startup now crouching, can no longer DTC when used as a reversal, increased last-hit juggle y-velocity, increased first-hit corner pushback, decreased final hit KD frames
  • CrescentKick.L/M/H: Decreased strike / projectile invincibility window, no longer grants counter-hit
  • CrescentKicks.EX: Can no longer chip kill, decreased damage, extended initial hitbox range
  • CrescentSplits.All: Decreased pushback
  • CrescentSplits.L: Increased hit stun / adv
  • CrescentSplits.M: Increased hit stun / adv
  • CrescentSplits.EX: Can no longer chip kill
  • LunarDisc(Move).All: Increased projectile spawn x-position
  • LunarDisc(Projectile).L/M/H.Both: No longer gains meter on collision
  • LunarDisc(Projectile).L/M/H.Fast: Adjusted slow down start frame
  • LunarDisc(Projectile).EX: Can no longer chip kill
  • Super.LunarGeiser: Increased final-hit corner pushback, increased block damage, now grants counter-hit, increased KD frames
  • Super.LegendaryAgent: Increased KD frames, increased whiff recovery frames, now grants counter-hit

Maxx

  • General: Increased damage scale
  • Walk.Forward(Normal): Slightly decreased speed
  • Walk.Backward(Normal): Significantly decreased speed
  • Walk.Backward(Buffed): Slightly decreased speed
  • Dash.Forward: Adjusted movement
  • Dash.Backward: Adjusted movement, increased total frames
  • Jumps: Adjusted jump arc (jumps higher), increased jump distance
  • St.LP: Increased block stun / adv
  • Cr.LP: Adjusted follow / recovery ratio, reduced hitbox range
  • Cr.LK: No longer chainable into other attacks, decreased startup frames, decreased pushback, decreased hit stun / adv, increased block stun / adv
  • St.MP: Decreased pushback, increased block stun / adv
  • Cr.MP: Decreased pushback, reduced hitbox range
  • Fw.MP: Reduced hitbox range, increased active frames, adjusted hit / block adv
  • Jp.MP: Adjusted hurt box, increased active frames
  • Cr.MK: Reduced hitbox range, reducued hurtbox range
  • Heavy.Grounded.Normals: No longer removes Buff-U, no longer gains armor from Buff-U (super only)
  • St.HP: Decreased pushback, reduced hitbox range, reduced hurtbox range, decreased hit stun / adv
  • Cr.HP: Decreased hittable KD frames on normal hit (CH remains same), decreased block stun / dtc adv, decreased pushback, decreased follow
  • Fw.HP: Increased follow frames, increased juggle value, decreased pushback, increased hit dtc adv, increased block stun / adv
  • St.HK: Reduced hitbox range, increased pushback, increased follow frames, decreased juggle corner pushback, decreased hit adv, increased block dtc adv
  • Cr.HK: Decreased damage, decreased juggle corner pushback, startup no longer lowers hurtbox, decreased pushback, decreased block stun / adv
  • Jp.HK: Lowered hitbox bottom, lowered hurtbox bottom, disabled lower body hurtbox
  • HornyToad.All: Lowered movebox bottom, decreased juggle corner pushback, increased juggle remove value, lowered initial hitbox bottom
  • HornyToad.L/M/H: Increased armor start frame (when Buffed), decreased damage
  • HornyToad.EX: Can no longer chip kill, decreased juggle value, increased juggle y-velocity, decreased damage
  • HookSwing.L/M/H: Increased juggle remove value, increased armor start frame (when Buffed)
  • HookSwing.L: Slightly increased damage
  • HookSwing.M: Decreased block stun / adv
  • HookSwing.H: Decreased startup frames, decreased block stun / adv
  • HookSwing.EX: Slightly increased damage, can no longer chip kill
  • GAP.L/M/H: Increased armor start frame (when Buffed)
  • GAP.L: Decreased whiff recovery frames
  • GAP.H: Increased whiff recovery frames
  • Buff-U(Move).All: Buff is no longer removed when hit, decreased meter gain, can now always execute, Buff is now removed after throwing bottle (regular version)
  • Super.LastCall.Both: Now grants counter-hit, increased block damage, increased knockdown frames
  • Super.LastCall.Normal: Slightly increased corner push back
  • Super.LastCall.Buffed: Decreased corner push back

You can read the full detailed notes here

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