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• 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.

• She was considered weaker so the speed buff she has been given is to return her to the threatening form that she had earlier on when there were only 2 characters.

• She feels hard to react to in time but that's the point of being fast right.

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.

• She is supposed to be neutral after a bust rush hits. But she feels like she keeps her turn. I may tweak this in the future.

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.

Comments

Panzu

Wow, VD making a HUD now too? This is slowly but surely turning into a full fledged fighting game with these additions! Great to see it get this far.