Parable Academy Demo · published
You can view the patch notes for all previous versions here!
Added a fifth costume for Gatsby.
Added a CPU difficulty selection option to versus mode.
Fixed a bug where the combo counter wouldn’t increment until after hitstop.
Multihitting throws & supers now cannot KO the opponent before the final hit. This means the opponent will no longer glitch between their KO/defeat animation and their grab react animations if KO’d by the earlier hits of a throw.
Players no longer take vertical knockback while blocking, making it easier to block launcher follow-ups.
Additionally, players will no longer take vertical OR horizontal knockback while crouch blocking. This should add some more utility to crouch blocking, since there aren’t very many low attacks in the game.
Fighters start the match with two full bars of tag meter.
After spending meter to use a Supercharge, there will be a penalty on gaining meter for 400 frames.
If tagging during hitstun, the incoming fighter will be automatically forced into their Crouch Attack or Air Attack depending on tag direction. This should make it harder to punish opponent combos.
Wendy and Scheherazade will be forced into their Down Air Attack rather than their Neutral Air Attack.
Fighters are now invincible during throws. This means throws cannot be broken by long-lasting projectiles (e.g. Scheherazade’s Roc’s rock, Dorothy’s Twister).
Tags are now blocked during hitstop.
Gatsby’s playstyle was simply too lopsided. As a “Drunken Master” he of course is designed to get stronger after drinking, but it was too easy to achieve that state, and once in his Drunk status it was too easy for him to blitz the opponent for a KO. The startup of his Champagne Star has been increased, so it’s easier for opponents to call out and punish his drinking (notably, Drink With Me was not touched, as it’s a riskier move). The duration of his Drunk status was decreased by about a second, and his damage multipliers were all decreased - combined, this should make it harder for him to clean shop with a single Drunk-boosted combo.
Back Attack Startup: 19 → 29
Drunk Status Frame Time: 300 → 250
Neutral Attack Drunk Damage Multiplier: 1.6x → 1.3x
Neutral Attack Knockdown Damage Multiplier: 1.8x → 1.4x
Crouch Attack (Drunk) Damage: 3000 → 2500
Air Attack (Drunk) Damage: 3000 → 2400