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This week I've been working on quality of life issues for the characters. I just wanted to make sure they were hard but not annoying to fight against. For the point of testing this I've included Falchion22's Ryu and Ken for testing purposes. If its too much to read I'll summarize and say that they are all pretty much QOL changes.

All:

• Characters no longer have pre-jump invulnerability to grabs.

• Hitting with a super now gives one bar of meter to the opponent.

• Vdisco has started working on a new HUD for the game and that is in this batch as well. I'm fond of it so far!

Jumbo:

• Fixed his sprite positioning on his Standing HK so that when he's hit he doesn't pop a good distance away.

• Fixed a bug with the AI's command grab attempts. AI was told if you're under a certain distance away to go for it. Didn't consider being behind was just a negative and lower number so AI was trying to grab while facing wrong direction.

• Standing HK won't go through opponents if they are close, this was a bug based on the fact the move moves forward durring its animation.

• His Earthquake, Down+HK, is now treated as a projectile in terms of design. So the recovery is longer. However it is unblockable now.

Jiggly:

• Jiggly now has a new command normal for launching enemies further into the air. Down + HP, in air to do this.

• Combo scaling on Jiggly's air combos isn't the same as on the ground. She could be far more dangerous in the air.

Bertha:

• Same fix for Jumbo's command grab AI patterns applies to Bertha.

Katrina:

• New Rachelle HUD has been added. Letting players know when Rachelle can be summoned and how much health she has.

• Rachelle's HP is now half of Katrina's(550 HP). If Rachelle is KO'ed Katrina can't summon her for assist but she can still do her super.

• Rachelle's health is set that way to not make her look weak. Also she doesn't get combo reduction like main characters do.

Enorma:

• New Ammo HUD has been added. Now you always know how much ammo she has left in every gun. Reload using HP+HK.

Aroma:

• Tone down her speed, as she was over performing. Considered lowering her health even further but that may make her too frail for what she is. So she took a speed decrease instead.

• The Poison mechanic on a combo is OP as fuck! But this is due to what it is and not really much I wanna change about it. If she poisons you be more on the defensive to not let her start a combo. If you're playing as her poison the fuck out of your enemies and combo them to melt their health.

• Added more recovery to her skunk spray. C. LK can't buffer into anything if its blocked. This poke was too good.

Lardo:

• New "Pocket Cheese" attack has been added. It works like Cody's Bad Spray. Press any kick when knocked down. The spray stuns opponents and will give Lardo a combo opportunity, but going for it removes a safe get up since it can be interrupted.

Zafta:

• Fixed recovery frames and block stuns on many of her pokes. To make sure she's fun to play against by being challenging. So you get your turn faster after a poke hits you.

• The over all fix of removed Pre-jump grab invulnerability is so that her super can work more often. The super can be comboed into and doesn't check to see if enemy is in hitstun before connecting like other grabs.


Purpose of this update was to make sure the characters aren't annoying to play against. If this made any character significantly weaker let me know so that I may try to rebuff them. But the main goal is really that they are all a pleasure to fight against and with.

Also most of these changes are live for everyone as well, as in posted on other sites like Fur Affinity and Youtube. But from this point I'll hold off on making more updates to those versions to keep everything from getting too confusing with to many updates. So that stuff will be exclusively here.

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