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Misc Adjustments 6#2438

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SuddyN merged 15 commits into
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grab-bag
Jul 3, 2024
Merged

Misc Adjustments 6#2438
SuddyN merged 15 commits into
devfrom
grab-bag

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@SkewedAskew

@SkewedAskew SkewedAskew commented Jun 12, 2024

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The usual collection of fixes, adjustments, and miscellaneous fun

Assets: assets-misc.zip

Global

  • [/] Grounded footstool advantage: +20 -> +5

Donkey Kong

Dash

  • [-] Removed leg intangibility
  • This was a holdover from when his dash extended his legs further than his starting point

Down Smash

  • (!) Changed to Hand Slap
  • Hit 1
    • Hitbox Duration: F12-13
    • Damage: 10.0%
    • Angle: 90
    • BKB: 40
    • KBG: 40
    • Shield Damage: 5.0%
    • Hitbox Size: 5.0u
  • Hit 2
    • Hitbox Duration: F23-24
    • Damage: 14.0%
    • Angle: 82
    • BKB: 45
    • KBG: 85
    • Shield Damage: 1.0%
    • Hitbox Size: 6.5u
  • FAF: 47
2024-06-18.19-11-21.mp4
Hit 1 Hit 2

Forward Air

  • [$] Fixed facial expressions

Back Air

  • Early
    • [-] Hitbox Size (leg/foot): 5.0/7.0u -> 4.5/6.5u
  • Late
    • [-] Hitbox Size (leg/foot): 5.0/7.0u -> 4.0/6.0u
Old New

Air Cargo (Down Special)

  • (!) Landing before the grab clears will now transition into a grounded variant
  • FAF (grounded): 55
2024-06-18.18-06-45.mp4

Samus

Jab 1

  • (*) Fixed hitboxes and vfx being misplaced
  • [-] Decreased hitbox length by 1.0u
Old New

Forward Tilt

  • (*) Fixed misplaced vfx

Up Tilt

  • [$] Adjusted vfx

Fox

Jab 1

  • [-] Moved hand hitbox inward 2.0u
  • [/] Moved locking hitbox forward
  • [$] Adjusted vfx
  • [/] Hitlag Multiplier: 1.2x -> 1.0x
Old New

Jab 2

  • [-] Moved hand hitbox inward 3.0u
  • [/] Moved locking hitbox forward
  • [$] Adjusted vfx
  • [/] Hitlag Multiplier: 1.2x -> 1.0x
Old New

Jab Finisher

  • [-] BKB: 55 -> 35
  • [/] Hitlag Multiplier: 3.0x -> 1.0x

Reflector (Down Special)

  • [*] Hit effect reverted to electric.
  • [*] 2 frames of extra hitstun removed to compensate for electric hitstun

Bowser

Forward Air

  • [/] KBG (arm): 85 -> 75

Back Air

  • [+] Leg capsule hitbox split into leg/foot sphere hitboxes
  • Early
    • [+] Leg hitbox moved inward 1.0u
    • Leg/Arm
      • [-] Damage: 15.0% -> 14.0%
    • Foot
      • [+] Damage: 15.0% -> 17.0%
      • [+] KBG: 75 -> 85
      • [-] Hitbox Size: 8.5u -> 7.5u
  • Late
    • [+] Leg hitbox moved inward 1.0u
Old New

Ganondorf

Jab

  • [*] Adjusted animation timing so Ganondorf is closer to to his idle stance before he can act.

Up Tilt

  • [+] Hitbox timing adjusted (12-14, 15-18 > 12-14, 15-21)

Mr. Game and Watch

Up Tilt

  • Hit 1
    • [-] Damage: 9.5% -> 9.0%
    • [R] Angle: 75 -> 100
    • [R] BKB: 60 -> 30
    • [R] KBG: 76 -> 112
  • Hit 2
    • [$] Adjusted hit sfx
    • [+] Damage: 9.5% -> 12.0%
    • [R] Angle: 75 -> 100
    • [R] BKB: 60 -> 30
    • [R] KBG: 76 -> 112
  • [-] FAF: 25 -> 28

Up Smash

  • [-] Full-body invulnerability changed to head intangibility

Chef (Neutral Special)

  • [-] Air drift is now reduced after launching food
  • [-] Damage (food): 5.0% -> 3.0%
  • [=] BKB: 20 -> 17
  • [=] KBG: 50 -> 70
  • [+] Shield Damage: -1.0% -> 0.0%

Judge (Side Special)

  • (*) Fixed 7 spawning three apples instead of one

Fire (Up Special)

  • (*) Fixed being able to transition into Parachute during certain grab states

Oil Panic (Down Special)

  • [$] Adjusted critical zoom

Zero Suit Samus

Forward Tilt

  • [-] KBG (down-angled): 100 -> 90

Dash Attack

  • Early
    • [/] BKB: 50 -> 40
    • [/] KBG: 64 -> 74
  • Late
    • [/] BKB: 60 -> 40
    • [/] KBG: 85 -> 105
  • [-] FAF: 39 -> 42

Up Smash

  • Initial Hit
    • [+] Angle: 110 -> 120
  • Multihits
    • [+] Angle (lower/upper): 100/110/255 -> 366/365
  • Launcher
    • [/] Moved hitboxes forward 2.0u to match multihits

Forward Air

  • [-] Angle (hit 1, air-only): 366 -> 365

Wario

Chomp (Neutral Special)

  • (!) Now retains air momentum and can drift freely during the move
    • Has reduced drift while biting an opponent
  • Throw
    • [R] Angle: 45 -> 62
    • [R] KBG: 109 -> 40
    • [-] FAF: 20 -> 27

King Dedede

Forward Air

  • [$] Adjusted hit sfx

Wolf

General

  • [-] Dash Speed: 1.95 -> 1.9
  • [-] Max Horizontal Jump Speed: 1.8 -> 1.7

Wolf Flash (Side Special)

  • [-] Hitting the sweetspot no longer allows a second use of Wolf Flash in the same airtime

Robin

Dash Attack

  • Early
    • [-] Angle: 38 -> 361
    • [-] BKB: 70 -> 50
  • Late
    • [R] Angle: 75 -> 38
    • [R] BKB: 80 -> 30
    • [R] KBG: 50 -> 80

Bowser Jr.

Abandon Ship! (Up Special)

  • [-] Ledgegrab Height (airdodge): 25.0u -> 21.0u
  • [-] Earliest airdodge frame: F11 -> F21

Ryu

Shinku Hadouken

  • [+] Hitlag Multiplier: 0.0x -> 0.5x
  • [+] SDI Multiplier: 0.5x -> 0.0x
  • These were the intended and documented values - they were swapped by accident in code

Cloud

Jab 1

  • [-] FAF: 18 -> 21

Jab 2

  • [-] FAF: 18 -> 21

Cross Slash

  • (*) Fixed instances where the kill screen could trigger before the final hit

Corrin

Dragon Fang Shot (Neutral Special)

  • (*) Moved bite hitbox to Corrin, resolving clanking issues

Simon

Jab 1

  • [+] FKB: 25 -> 32
  • [-] FAF: 19 -> 22

Dark Samus

Jab 1

  • [/] Hitboxes extended inward 0.5u
  • [-] Hitbox length decreased by 1.5u
  • [$] Adjusted vfx
Old New

Jab 2

  • [-] Angle: 69 -> 62

King K. Rool

Forward Tilt

  • [$] Adjusted charge vfx

Up Tilt

  • [$] Adjusted animation; Krool is more upright during the charge portion
  • [+] Added head intangibility during startup
  • [$] Adjusted charge vfx

Down Tilt

  • [$] Adjusted charge vfx

Back Air

  • [$] Adjusted vfx

Propellerpack (Up Special)

  • (!) Pressing Shield while rising will cut momentum and transition into the falling portion
  • (!) Pressing Shield while charging will perform a short forward hop and also transitions into the fall
  • [+] Horizontal speed now increases with charge
  • [+] Hitbox moved to head and upper body
  • [+] Hitboxes are now active while charging
  • [+] Added a launcher to the end of Krool's ascent
  • (*) Can now properly be edge canceled
  • [$] Adjusted vfx
  • Charge
    • Damage: 3.0%
    • Angle (head/body): 90/100
    • BKB: 90
    • KBG: 60
    • Hitlag Multiplier: 0.5x
    • Hitbox Size (head/body): 5.0/3.5u
    • Rehit Rate: 10F
  • Rise
    • [R] Damage: 3.0/9.0% -> 3.0%
    • [+] Angle (head/body): 80 -> 90/100
    • [R] BKB: 90 -> 0
    • [R] FKB (head/body): 90/110
    • [R] KBG: 30 -> 100
    • [/] Hitlag Multiplier: 1.0x -> 0.5x
    • [+] SDI Multiplier: 1.2x -> 1.0x
    • [+] Hitbox Size (head/body): 4.5u -> 5.0/3.5u
    • [+] Rehit Rate: 15F -> 8F
  • Launcher
    • Hitbox Duration: F1-8
    • Damage (min/max charge): 4.0/8.0%
    • Angle: 90
    • BKB: 60
    • KBG: 100
    • Hitbox Size (head/body): 5.0/4.5u
2024-06-10.13-25-08.mp4

Gut Check (Down Special)

  • [+] Added head and front arm intangibility while charging

Incineroar

Darkest Lariat (Neutral Special)

  • (*) Fixed the move not staling when used on the ground

Joker

General

  • [-] Arcing slash attacks have had their hitboxes pull backwards to better represent edge of the blade

Dash Attack

  • [/] Arsene hitbox remade to be similar but slightly bigger than base form dash attack. KB data remains the same
  • [-] Hitbox Size (early/late): 3.5/3.0u -> 3.0/2.4u
  • [-] Late Hit Angle: 82 -> 68
  • [/] BKB: 75 -> 62
  • [/] KBG: 66 -> 84
Old New
Old Joker Dash Attack (early) New Joker Dash Attack (early)
Old Joker Dash Attack (late) New Joker Dash Attack (late)
Old Arsene Dash Attack (early) New Arsene Dash Attack (early)
Old Arsene Dash Attack (early) New Arsene Dash Attack (late)

Forward Tilt

  • [*] Startup: 9f -> 8f (fixed issue with smashline2 transition)
  • [-] Removed knife handle hitbox. Now has hitboxes only on shoulder/elbow/knife
  • [/] Shoulder and elbow hitboxes have been repositioned to account for lost hitbox
  • [-] Hitbox Size (shoulder/elbow): 3.5/3.5u -> 3.0/3.0u

Up Tilt

  • [+] Initial Hit FKB: 80 -> 100

Down Tilt

  • [+] Medium range shot can now jab lock
  • [-] Angle: 35 -> 39
  • [+] Medium Range Damage: 1% -> 4%

Forward Smash

  • [-] Reworked and repositioned hitboxes
  • [/] Innermost hitbox can reverse hit
Old New
Old Fsmash 1 New Fsmash 1
Old Fsmash 2 New Fsmash 2

Up Smash

  • [-] Removed outermost hitbox and repositioned hitboxes on blade
Old New
Old Usmash 1 New Usmash 1
Old Usmash 2 New Usmash 2

Down Smash

  • [-] Removed extra blade hitbox and repositioned hitboxes
  • [+] Hitbox Size(shoulder/arm/blade): 3.0/3.0/3.5u -> 3.5/3.5/4.0u
Old New
Old Dsmash (early) New Dsmash (early)
Old Dsmash (late) New Dsmash (late)

Neutral Air

  • [-] Removed one of the arm hitboxes. Now has hitboxes only on shoulder/elbow/knife
  • [-] Startup: 10f -> 11f
  • [-] Late Hit Hitbox Size (shoulder/elbow): 3.5/3.5u -> 3.0/3.0u
  • [-] Angle: 56 -> 52
Old New
Old Joker Nair (early) New Nair (early)
Old Joker Nair (late) New Arsene Nair (late)

Forward Air

  • [/] Innermost hitbox of first hit (arsene) can now reverse hit
  • [-] First hit angle (air): 367 -> 366
  • [/] First hit FKB (regular/arsene): 50/40 -> 48/48

Down Air

  • [-] Removed one of the arm hitboxes. Now has hitboxes only on shoulder/elbow/knife
  • [/] Cleaned up hitbox data in general, should feel nearly identical as before
Old New
Old Joker Dair (early) New Bair (early)
Old Joker Dair (late) New Bair (late)
Old Arsene Dair (early) New Arsene Dair (early) (2)
Old Asene Dair (late) New Arsene Dair (late) (2)

Grappling Hook

  • [-] Search and Hitbox Size (grounded/aerial): 5.5/6.5 -> 4.5/4.5
Old New
Old Grapple (early) New Grapple (early)
Old Grapple (late) New Grapple (late)
Old Air Grapple (early) New Air Grapple (early)
Old Air Grapple (late) New Air Grapple (late)

Arsene Summon/Recall

  • [*] Removed bug that gave intangibility for 3 frames during summon/recall
  • [-] No longer gains meter passively
  • [*] Added a failed summon animation if Joker attempts to summon Arsene without enough Rebellion Gauge.

Back Throw

  • [-] Damage: 10% -> 9%
  • [-] BKB: 70 -> 52

Byleth

Jab 1

  • [-] Hitbox Duration: F4-5 -> F5-6
  • [R] BKB: 0 -> 31
  • [R] FKB: 30 -> 0
  • [R] KBG: 100 -> 18
  • [+] Additional Hitstun: 0F -> 2F
  • [-] FAF: 16 -> 21

Jab 2

  • [-] FAF: 18 -> 20

Sephiroth

Jab

  • (!) Restored single hit jab
  • Hitbox Duration: F6-9
  • Damage (sword/hilt): 7.0/9.0%
  • Angle: 361
  • BKB: 45
  • KBG: 80
  • Hitbox Size: 3.5u
  • FAF: 27

Screenshot 2024-06-09 08-23-00

Kazuya

Down Air

  • (!) Upon landing outside of the autocancel window, Kazuya now puts himself into knockdown.
  • Yes, you can get jablocked.
2024-06-16.18-49-48-compressed.mp4

Sora

Forward Smash

  • [-] Shieldstun Multiplier: 1.5x -> 1.0x

@SkewedAskew SkewedAskew added character change For working on general character changes semver:patch includes assets labels Jun 12, 2024
@SkewedAskew SkewedAskew self-assigned this Jun 12, 2024
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github-actions Bot commented Jun 12, 2024

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@SuddyN SuddyN added the balance approved This change has been approved for balance label Jul 3, 2024
@SuddyN SuddyN merged commit 64a81fb into dev Jul 3, 2024
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balance approved This change has been approved for balance character change For working on general character changes includes assets semver:patch

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