Blueblood Arena Demo · published
Adjusted size of crouch and crouch block hurtbox to make them shorter
Adjusted corner stealing mechanics
P2 can leave the CSS when they couldn’t previously
Added a buffer out of grounded hitstun
This notably makes it a lot easier to punish Penny’s 5D when Penny hits the sourspot.
Tension Blow changes
More Hitstop on armoring a move
No longer hits air unblockable
5 more startup and recovery frames
Shortened projectile invulnerable windows on approaching moves
Removed projectile invulnerability from air approaching moves
Throws universally have massively more scaling when continuing a combo afterwards
Adjusted the timer
Timeouts are less jank as they use the same logic as regular KOs now
Timer is paused during super moves
Reimplemented instant air overhead protection from scratch!
Air overheads after jump will always hit mid until after the 18th frame of being airborne.
Patched a bug where you could block while walking forwards under certain circumstances
Adjusted buffers so that getting 2AB/2CD is more consistent
Pressing up/down while selecting your color on the CSS increases/decreases the count by 5 respectively
j.C is no longer projectile invulnerable
Throw has more scaling
Adjusted damage on 5B and 2B
5A has more range
5A cannot be mashed on whiff
2D slows opponents walk speed a bit more noticeably
2D and 5D have less stun on block
5D has less pushback on block
Throw has more scaling and deals less damage
Adjusted hit strength and damage on j.C
Adjusted hitstop on j.[C]
Fixed a bug where Amber could act out of hitstun after a player starts a combo after they whiff 2.[C]
Cancelling from 5A into other moves on whiff is less good
j.D is no longer projectile invulnerable
Adjusted hurtbox on j.C & j.[C]
Adjusted hurtbox on 2B & 2C
Fixed an animation error on Dimitri j.B
Adjusted damage on 5D
Also increased damage scaling on 5D
Throw has more scaling
Throw also more reliably chains into 5B
2C changes
Adjusted to have characters stand up faster on hit, removing the ability to chain it into 5B
3 frames less startup
Less intangibility frames (still a lot during the lightning strike, starting frame 30)
Can now chain into super and burst on hit to compensate for no combos
5D Charged properly has a hit of armor
j.C is no longer projectile invulnerable
Adjusted hitbox on 2B
j.C changes
is no longer projectile invulnerable
Bigger hurtbox
Hitbox position adjustment
Knocks down grounded opponents
Less blockstun
2D no longer has corner push on block
Fixed a bug where sometimes super would fail to function properly after hitting an opponent during their blockstun
Mashing lights is slightly slower
Super has more damage scaling
2A comes out a frame later
Throw has more scaling
Throw hits OTG (This only means anything in case the opponent falls out of the first hit, which has reportedly happened once)
Adjusted hitbox on 2C
Increased blockstun on 5A and 5B
2nd hit of 5C is no longer air unblockable
Both versions of j.D go away when Genesis is hit
j.C is no longer projectile invulnerable
j.C cannot be cancelled out of on block
2C is designed to jump higher in the air
2C also has less pushback on block
j.B changes
Adjusted the hitbox
Throw has more scaling
Super has more damage scaling
2A, 2B, 2C, 2D have less pushback on block