Blueblood Arena Demo · published · build 23311903
Adjusted some code in relation to same move proration
Fixed a bug where you could hit out of certain invincible moves when buffering out of wakeup
Added code during the loading screen to mitigate memory leaks
Added a buffer out of the end frames of a move
Somewhere along the line, the formula for how much hitstop a move gets got a little messed up, so I’m fixing some things related to it. Most of these moves will have roughly 6 frames less hitstop
Enza 2D (This is notable cause it notably changes routing)
Blue and Yellow Burst (This bug caused combos out of burst to be possible)
Amber 2C Explosion
Penny j.DD, 5D, 2DD sweetspots
Enza j.B has 7 less stun frames on hit
Adjusted properties of Enza 5C so opponents fall out of the move less often
Added corner push to Amber 2A
Dimitri 2C has auto-turnaround during the duration of the move
Adjusted juggle scaling on 2D
Penny’s j.C has 5 less stun frames on hit
Fixed an issue where if Violet buffered super out of block or wakeup, it’d come out instantly without costing meter
Violet grab hitbox is slightly closer to her body
Fixed a bug where Violet could not cancel 5D into dash on hit if it was cancelled into from a normal that was buffered out of wakeup
Violet 5A hitbox adjusted, is now lower and closer to Violet
Adjusted Violet Super so it won’t whiff point blank
Adjusted hitbox on Genesis 2B
Genesis Red Burst now has the same juggle decay properties as the rest of the cast
Adjusted dash out of Genesis 5B
Genesis Throw hits three less times
Many of the flat-colored genesis skins will no longer have static in their animations, in order to help with some player’s eye strain. These include:
Mainframe
Slime
Orange Cream
Roaring
Roo’ Beer
Clot
Changed the launch angle on Genesis j.D so it will more reliably combo into 5B hold
Adjusted the preblock area of Genesis 5A