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This patch brings animation system improvements, visual fx updates, and new universal mechanics!
Read the full detail changelog here

Added sub-frame animation interpolation during hit stop for the attacker and defender. When characters are in hit stop ("frozen"), they will now slowly animate towards their next key frame of animation. This visual-only change should help interactions (hits) look and feel much more smooth.
Greatly improved how visual fx are managed and used by the engine, will help us iterate much easier and have more re-use of assets.
Also improved (fixed) the timing calculation for animations that have dynamic speed usage, things like stuns, juggles, and other animations that can have variable timing will now look correct.
Game performance should be improved.

Added notion of perfect "Golden" hits. During a combo, moves that are input on the precise frame will show an additional hit spark and provide a benefit if they hit the opponent. On impact, the attacker receives:
This mechanic should serve as both a bonus for players who have precise execution and as positive reinforcement for players who don't. When a Golden Hit is landed, the attacker will have new opportunities to continue the combo with better attacks. The risk and reward that this adds should greatly improve the amount of possibilities for all characters, and make the game much less cut and dry as a whole.
In training mode, Golden Hits can be set to "auto" in the Dummy Settings menu to have all possible perfect hits happen automatically. This should allow players to easily explore the insane things that are possible with "perfect" execution but hopefully the timing barrier keeps things reasonable.
Added notion of white (blue) health, a separate bar behind the main health that drains slowly down instead of instantly when taking damage. See HTC section for how it is used.
Increased each round initial T-meter by 1 bar, rounds 1, 2, 3 will now start with 1, 2, 3 bars.
Updated all ATC animations and how they work in-game. When a successful parry happens, the defender will now briefly animate into position before applying the hit stop, instead of instantly.
Increased post-ATC leniency frames so that it's easier to execute a followup attack.
Updated visual FX, should look more distinct and impactful when successfully parrying.
Now has a low version (visual only). When parrying low attacks, the defender will go into a crouched version of the ATC animation.
Now has a "Golden" version. If parry is input on the exact frame as the hit, now shows an additional visual spark and provides a small benefit to the defender:
This should allow the defender to punish things that were not previously punishable if they have perfect timing.
Updated visual FX, should look more distinct when used.
Slightly increased momentum gained when using DTC, should give followup attacks a better chance to hit and continue combos or pressure.
Decreased minimum amount of frames before a DTC is possible from 12 to 6 frames. This was causing issues with the new Golden Hits system and 6 frames should still be generous for players trying to "double tap" their regular inputs.
Now has a "Golden" version. Shows an extra FX and returns 10% of a T-bar, hopefully not something to be relied on too much but should give some more opportunities for players to continue combos or save more meter.
Added new universal move HTC (Health Time Cancel). Usable with 3 T-bars and input with Down + HP + HK, players can now spend their fully accumulated T-meter to recover their white health.
Updated visual fx,
Updated visual fx.
Now has a "Golden" version. When a defending player breaks a throw with precise timing, an extra visual FX will show and they will recover two frames faster than the opponent. Should give the defender a slight bit of frame advantage for what they choose next after the neutral break.
Updated visual fx, should be more obvious when characters are spending their E-meter on EX attacks.
Updated various hitspark FX animations, spawn locations and sizes. This should make hits look much more impactful and give a crisper feel when landing attacks.
Increased character hit shake overall and added it to light attacks, which should help make hits feel a bit beefier.
Adjusted combo damage scaling logic to allow better control of how and when the scaling happens, and used this to add a falloff after 30 hits to 10% damage.
Now requires no direction (neutral) being held, should help reduce accidental usage.
Can no longer be DTC'd, wasn't really much use but may return for certain taunts in the future.








Read the full detail changelog here.
