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Costume - Dog - TerminateEventsPunch Planet - Version 0.5.4
Major update

Punch Planet - Version 0.5.4

Costume - Dog - Terminate · published 19 Dec 2019, 21:37 UTC

All eventsPlayers around this dateRead on Steam

Version 0.5.4 is now released!

Watch on YouTube
This update contains new free DLC costumes for four of the characters, gameplay system changes, and character balance adjustments

You can read the full detailed notes here

COSTUMES

- Added new free DLC costumes for TYara, Dog, Agent-G, and Maxx

TYARA - HUNTRESS COSTUME

Before she was Princess to her people she was a Huntress like many others. Featuring huntress armor made from the beasts native to Punch Planet.

  • Costume for TYara in Punch Planet
  • Includes 10 Colors

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DOG - TERMINATE COSTUME

Before Dog escaped the secret government lab he was sent on "Special Assignments". Featuring battle damage revealing some of his many modifications.

  • Costume for Dogin Punch Planet
  • Includes 10 Colors


AGENT - PROTOTYPE COSTUME

Before the signature Power Suit was created Galactic Agents field tested various prototypes. Featuring bulky batteries and non inlaid energy wires.

  • Costume for Agent-G in Punch Planet
  • Includes 10 Colors


MAXX - LUNAR LEAGUE COSTUME

Before Maxx became a bouncer in the Black Market District he was a semi famous Lunar League player. Featuring his signature Lunar League equipment and torn jacket.

  • Costume for Maxx in Punch Planet
  • Includes 10 Colors


These costumes are now available for all Early Access owners!

TRAINING

  • Added support for selecting counter-hit settings while the training dummy is set to "Jump" and "Crouch"
  • Added support for selecting block settings while the training dummy is set to "Crouch"
  • Added support for selecting reversal settings while the training dummy is set to "Crouch"

CAMERA

  • Changed the in-game camera a lot. Should have less and smoother movement in general, and feel slightly more "2D"

HIT STOP

  • Slightly decreased hit stop (freeze that happens when hits connect) for medium, heavy, and airborne attacks, should make the game feel slightly faster execution wise

PUSH BACK

  • Slightly decreased the speed at which characters are pushed when being hit with attacks, distance is unchanged

CHARACTER HEALTH

  • Increased all character health across the board. Some characters gained more than others but generally should extend rounds a bitboard)

DAMAGE - BLOCK

  • Chip damage (damage applied when certain attacks are blocked) is no longer affected by character and global scaling
  • All attacks that cause chip have been re-balanced (generally less damage across the board)

DAMAGE - COMBO SCALING

  • Adjusted combo damage scaling:
    Old: [1.0, 0.7, 0.55, 0.45, 0.4, 0.35, 0.3, 0.25]
    New: [1.0, 0.8, 0.6, 0.5, 0.45, 0.4, 0.35, 0.3]

SUPER FREEZE

  • Fixed a bug with super freeze that would allow the throw-immunity frames to decrease during the freeze. This fixes an issue where TYara and Agent-G 4-bar supers could not be jumpable in situations where they were at -1 or -2 frame advantage

ROUND TIME

  • Increased frames per game second from 50 to 55, this increases total round time from 82~ seconds to ~90 seconds

ATC

  • After a successful ATC, can now block immediately. This should reduce the effectiveness of multi-hit moves and situations against ATC
  • After a successful ATC, can now perform special moves immediately. This should open the door to some new punishes and strategies
  • Decreased active frames, timing for a successful parry is slightly more strict
  • Increased recovery frames, timing for being punished for a failed parry is slightly worse

JTC

  • Decreased corner push back when used as a juggle or reset

LIGHT ATTACKS - 4F NORMALS

  • Standardized all 4f light attacks so that they are -3 when ATC'd by an opponent. Previously some were -2 and some were -4

EX MOVES - WALL BOUNCES

  • EX Special moves that cause a wall bounce have been adjusted so that they now only happen when used in a combo. Previously this was affected by whether the move was used as a reversal or not. This affects Roy's EX.Headbutt, Cid's EX.KnifeRush, TYara's EX.Shield, and Dog's EX.Run.MK, these moves will now need to be combo'd into in order to gain a followup

MOVEMENT

  • Decreased walk ramp frames, walk speed will hit max speed quicker
  • Walk ramp curve is now linear, walk speed will increase at a consistent pace rather than a curve

NORMAL THROWS

  • Decreased startup frames, normal throws are slightly faster
  • Increased active frames, should help catch more especially with respect to throw immune frames (now same value = 3f)
  • Decreased total recovery frames, should be slightly less punishable on a failed throw

COLLISION BOXES

  • Retracted grab box width, need to be slightly closer to throw the opponent. These are also now standardized between body types
  • Increased grab box width extension when performing attacks, should increase the chance at being thrown out of things
  • Standardized all move box widths between body types (Medium / Big / Dog), previously some were wider than others, should make physical collision situations more consistent

Roy

  • Health: Increased from 1000 to 1100
  • Walk.Forward: Increased speed
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc (distance unchanged)
  • St.LK: Decreased push back
  • Cr.MK: Extended hit box, extended hurt box
  • St.HP: Decreased push back
  • St.HK.Charged: Retracted hit box
  • Headbutt.All: Retracted hit box
  • Headbutt.EX: Increased damage, no longer causes wall bounce unless used in a combo

Cid

  • Health: Increased from 975 to 1075
  • Walk.Forward: Increased speed
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc (distance unchanged)
  • St.LP: Increased recovery, increased hit stun, increased block stun
  • St.LK: Increased recovery, increased block stun
  • Jp.MP.Fast: Now causes a reset instead of juggle
  • St.MK: Decreased damage
  • Cr.MK: Increased push back
  • Jp.HP.Charged: Decreased hit stun, decreased block stun
  • St.HK: Increased push back, decreased block stun
  • Jp.HK: Decreased block stun, decreased juggle value
  • KnifeRush.L/M/H: Decreased knockback distance
  • KnifeRush.EX: Increased damage, no longer causes wall bounce unless used in a combo
  • KnifeWheel.EX: Decreased damage
  • Super.Ball: Decreased corner push back when used as a juggle

TYara

  • Costume: Added Huntress
  • Health: Increased from 1050 to 1200
  • Damage: Increased scaling from 0.875 to 0.95
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc, decreased distance
  • St.LP: No longer special cancellable, no longer super cancellable
  • St.LK: Updated animation, decreased startup, increased followthrough, retracted hit box, retracted hurt box, increased hit stun, increased block stun, decreased advantage
  • Cr.LK: Increased followthrough, increased hit stun, increased block stun
  • St.MP: Updated animation, first hit box now active for all frames, removed second hit box
  • Cr.MP: New move, close range AA, very advantageous on grounded hit
  • Jp.MP: New move, fast low range air normal
  • Jp.MK: Moved from Jp.HK
  • St.HP: Decreased followthrough, decreased hit stun, decreased block stun
  • Jp.Dw.HP: Disabled lower hurt box during startup
  • St.HK: Now causes a juggle against grounded opponents, now super cancellable, increased juggle value
  • Cr.HK: Adjusted ground / airborne startup ratio
  • Jp.HK: Moved from Jp.MK, now causes a juggle against grounded opponents
  • ShieldCharge.L/M/H: No longer gains unlimited armor, now gains a new hit of armor on each shield bang, armor now covers into the active frames when released, increased release startup, can now cancel the hold into dash if a hit is absorbed
  • ShieldCharge.EX: No longer causes wall bounce unless used in a combo, increased startup, increased travel distance
  • HeadLopper.All: Retracted hit box top, increased startup, adjusted hit advantage
  • BreakYourBones.All: Increased combo scaling, retracted hit box range
  • BreakYourBones.L/M/H: Decreased knockdown frames, increased knockdown distance
  • BreakYourBones.H: Increased damage
  • BreakYourBones.EX: Decreased damage, no longer throw invulnerable
  • FlyingGoddess.All: Increased combo scaling, decreased knockdown frames
  • WarDance.Super: Adjusted hit box on 2nd and 3rd hits
  • MeteorGoddess.Super: Decreased damage

Dog

  • Costume: Added Terminate
  • Health: Increased from 925 to 1025
  • Damage: Decreased scale from 0.875 to 0.85
  • Resets: Increased juggle distance, increased corner push back
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed
  • Jumps: Adjusted arc, decreased distance
  • Dash.Forward: Increased frames
  • St.LP: Increased push back, Increased hit stun, decreased block stun
  • Cr.LP: Increased push back, decreased block stun
  • St.LK: Extended hit box range
  • Cr.LK: Extended hit box range, increased recovery, increased hit stun
  • St.MP: Extended hit box range, decreased push back, increased hit stun, decreased block stun
  • Cr.MP: Changed from low to mid, decreased followthrough, increased push back, extended hit box range, extended hurt box range, decreased block stun
  • St.MK: Increased startup, 2nd-hit now special cancellable, 2nd-hit now super cancellable, 2nd-hit increased hit stun, 2nd-hit decreased block stun
  • Cr.MK: 2nd-hit now special cancellable, decreased knockdown frames
  • Jp.MK: Decreased frames between hits, 2nd-hit changed from mid to high
  • St.HP: Added additional hit box that reaches farther, increased startup, increased followthrough, increased hit stun, increased block stun
  • Cr.HP: Hurt box now longer lowers during startup, increased startup, decreased active, increased followthrough, increased push back, decreased damage, retracted hit box back, increased hit stun
  • St.HK: Increased travel distance during startup, decreased juggle distance
  • Cr.HK: Increased grounded startup, decreased block stun
  • Jp.HK: Retracted 3rd hit box range, removed last hit box, retracted hit box bottom
  • Run.All: Adjusted input order for checking followups so that Stop is checked last instead of first
  • Run.L/M/H: No longer cancellable into JTC
  • Run.H: Decreased run speed
  • Run.EX: Increased armor start frame
  • Run->Stop: Changed input so that it is triggered like other followups (can no longer be held), should fix the input issues with doing quick Run->Stop
  • Run->Slide.Both: Increased knockdown distance
  • Run->Slide.Normal: Decreased juggle value
  • Run->Slide.EX: Standardized knockdown with normal version
  • Run->MidStrike.Normal: Increased push back on hit, decreased block stun
  • Run->MidStrike.EX: Increased corner push back, no longer causes wall bounce unless used in a combo, decreased damage
  • Run->LeapStrike.Both: Standardized knockdown frames
  • PinWheel.All: Now has one hit of armor during frames where it can cancel into Dive
  • PinWheel.EX: Extended hit box range, slightly adjusted airborne -> grounded recovery frames ratio
  • PinWheel->Dive.Normal: Increased ground bounce corner push back
  • Run.Super: Decreased damage

Agent-G

  • Costume: Added Prototype
  • Health: Increased from 950 to 1000 (now lowest in the game)
  • Walk.Forward: Increased speed
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc (distance unchanged)
  • St.LK: Can now cancel recovery into Legendary.Agent
  • Fw.MK->HK: Decreased knockdown frames
  • Cr.MK: Can now cancel recovery into Legendary.Agent
  • Jp.MK: Extended hit box range
  • St.HP: Decreased juggle value, decreased damage
  • Cr.HP: Increased damage
  • Fw.HK: Decreased block stun
  • Cr.HK: Retracted hit box top
  • Jp.HK: Retracted hit box bottom
  • CrescentSplits.All: Adjusted grounded/airborne startup ratio
  • CrescentSplits.EX: Decreased block stun
  • CrescentKicks.L/M/H: Decreased damage
  • LunarDisc.Attack.All: Retracted projectile spawn position
  • LunarDisc.Projectile.L/M/H: Decreased block stun
  • Legendary.Agent.Super: Can now cancel into from hits

Maxx

  • Costume: Added Lunar League
  • Health: Increased from 1025 to 1150
  • Damage: Decreased scale from 0.925 to 0.875
  • Charge Frames: Increased from 44 to 46
  • Walk.Forward.Buffed: Decreased speed
  • Walk.Backward.Buffed: Decreased speed
  • Walk.Forward.Normal: Increased speed
  • Dash.Forward: Decreased total frames
  • Dash.Backward: Decreased distance
  • Cr.LP: Decreased recovery, decreased hit stun, decreased block stun
  • Jp.LK: Increased hit stun, increased block stun
  • St.MP: Decreased startup, increased hit stun
  • St.MK: Changed from low to mid, decreased startup, retracted hit box range, increased hit stun, decreased block stun
  • Cr.MK: Extended hurt box range, increased followthrough
  • Jp.MK: Increased juggle value
  • St.HP: Increased Buff-U armor start, now loses Buff-U after using, retracted hit box range, retracted hurt box range, increased push back on hit, decreased push back on block, increased hit stun
  • Fw.HP: Increased damage, increased Buff-U armor start, now loses Buff-U after using, now causes a ground bounce against airborne opponents
  • Cr.HP: Fixed animation movement, now gains armor with Buff-U, now loses Buff-U after using
  • Jp.HP: Decreased startup
  • St.HK: Now special cancellable, increased juggle value, increased Buff-U armor start, now loses Buff-U after using, retracted hit box range, increased followthrough, increased hit stun
  • Cr.HK: Now gains armor with Buff-U, now loses Buff-U after using, decreased corner push back, decreased juggle distance, increased active frames
  • Jp.HK: Increased active frames, extended hit box bottom
  • HookSwing.All: Increased travel distance during startup
  • HookSwing.L/M/H: Retracted hit box range, decreased push back, decreased travel distance during active / followthrough
  • HookSwing.L: Decreased block stun
  • HookSwing.M: Increased followthrough, increased hit stun, decreased block stun
  • HookSwing.EX: Retracted 1st-Hit hit box range, 2nd-Hit now cancellable into forward jump on hit, 2nd-Hit now cancellable into Buff-U on hit, 2nd-Hit decreased juggle height
  • GroundAndPound.All: Decreased combo scaling, how hits against juggled opponents, changed pre-grab animation on opponent, fixed an issue when hitting on the same frame as opponent is parrying a Buff-U bottle
  • GroundAndPound.L/M/H: Last hit now cancels into HappyHour
  • GroundAndPound.L: No longer causes a hard knockdown, decreased knockdown frames
  • GroundAndPound.M: Decreased whiff recovery frames
  • GroundAndPound.H: Decreased whiff recovery frames
  • LastCall.Super.Normal: Decreased corner push back, decreased damage, first hit now OTGs
  • LastCall.Super.Buffed: Increased damage
  • HappyHour.Super: Now drains a small amount of meter while active

You can read the full detailed notes here

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!

  • Discord
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  • Twitch
  • Twitter
  • Patreon
  • Instagram
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  • SoundCloud
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