General
- Fixed an issue that prevented users from joining private lobbies, even when they inserted the correct lobby id.
- Private lobbies ids are now hidden by default, and can be toggled to become visible.
- Rearranged character select screen so series with multiple characters will appear on the same row.
- Balance
- Universal
- Hitbox and hurtbox visuals are no longer locked to z-axis
- Hitbox and hurtbox calculation is now handled on a 2D plane
- Standardized land lag floor for light aerials at 6 frames
- Standardized land lag floor for strong aerials at 8 frames
- Decreased timed-block window (10 frames → 6 frames)
- Dashing given initial boost regardless of if dash dancing
- Starting a dash now creates a dust cloud effect
- The direction an attack should be blocked has been standardized across the cast
PatrickStrong DashFixed Patrick’s Strong Dash missing hitboxes at the beginningHitbox start frame (16 → 10)Neutral SpecialReduced Patrick’s neutral special start timeHitbox start frame (17 → 12)Increased Patrick’s neutral special hitbox rangeWorld offset 2nd X (2.8 → 3.5)Up SpecialIncreased Patrick’s up special hitbox sizeLocal offset 2nd x (-0.6 → -1)Radius (0.85 → 0.9)Reduced Patrick’s up special end lagFly to Fall frame (50 → 35)Reduced Patrick’s up special startup timeCharge to Fly frame (30 → 20)Strong Down AirPatrick’s strong down air grabs the ledge when falling nowReduced Patrick’s strong down air startup timeCharge to Fall frame (22 → 17)Strong UpChanged Patrick’s strong up hitbox frameHitbox start frame (16 → 11)Light Neutral AirIncreased Patrick’s light neutral air hitbox durationHitbox frames duration (2 → 4)Light DashReduced Patrick’s light dash attack’s knockbackKnockback (120 → 90)Lincoln LoudLight neutralIncrease active frames (2 → 4)Increase hitbox radius (0.85 → 0.9)Remove 2nd track on handAdd hitbox to yoyo-string (radius 0.8)Light neutral loopRemove 2nd track on handAdd hitbox to yoyo-string (radius 0.75)Light upIncrease active frames (2 → 4)Decrease hitbox radius (1 → 0.95)Remove 2nd track on handAdd hitbox to yoyo-string (radius 0.8)Light downIncrease active frames (2 → 4)Decrease hitbox radius (1 → 0.9)Remove 2nd track on handAdd hitbox to yoyo-string (radius 0.8)Light down loopRemove 2nd track on handAdd hitbox to yoyo-string (radius 0.75)Light neutral airIncrease active frames (2 → 4)Increase hitbox radius (0.85 → 0.9)Remove 2nd track on handAdd hitbox to yoyo-string (radius 0.8)Light up airIncrease active frames (2 → 4)Decrease hitbox radius (1 → 0.95)Remove 2nd track on handAdd hitbox to yoyo-string (radius 0.8)Light down airIncrease active frames (2 → 5)Remove 2nd track on handAdd hitbox to yoyo-string (radius 0.85)Strong down airRemove 2nd track on sword hiltAdd hitbox to sword hilt (radius 1)Adjusted facing angle so swing isn’t as focused on the z-axisAdjusted animation timing so the swing starts and ends in an arc underneath LincolnKorraLight Mid 1Elbow hitbox Y world offset lowered (0 → 0.5)Shoulder hitbox Y world offset lowered (0 → 1)Light Up 1Elbow hitbox Y world offset lowered (0 → 0.5)Shoulder hitbox Y world offset lowered (0 → 1)Strong DashRight knee hitbox relocated to left kneeHelgaLight down airAdjusted animation timing so hitboxes come out when legs are fully outstretchedRemove 2nd track hitboxes on hipsReptarLight up airIncrease active frames (1 → 3)Light down airIncrease active frames (2 → 3)Powdered Toast ManUp SpecialAllowed control of aerial positioning as soon as the ascent beginsReplaced some incorrect keyboard button images in the UI.Keyboard directional keys now can be remapped in the controls sub-menu.Gameplay updates explained
- Dashdancing in the previous patch we attempted to bridge a gap between having to start up a run from standstill & going into an initial boost out of dashdance. Now the properties have been retooled to allow a dash to receive an initial boost at all times, provided speed is low enough to warrant it, while still requiring some degree of initial commitment to reach max speed. Consequently, this makes dashdancing no longer have a designated cap on when a dash attack can start, simply reach maxspeed to do so
- Hurtboxes didn’t have the level of accuracy to character models that we were satisfied with, so now every single character has hurtboxes that fully encompass their models. Combined with the alterations to the z-axis calculations that allows hitbox/hurtbox visuals to not be locked to the z-axis, players will now have the ability to see with complete certainty where a character is positioned in 3D space
- There were some inaccuracies in how the landing lag floors were handled across characters, with some having the ability to recover from an aerial far sooner than others under the same minimum landlag conditions. This interaction was not intended, and has been uniformly addressed across the entire cast
- There were several moves across the cast that didn’t have the block direction reflect the move’s activated direction. This has since been addressed & every move should now be blockable by holding against the direction of initiation.