Version 0.7
Key Changes:
-Smooth Criminal has been completely refactored. He is now more functional
-Smooth Criminal can now grab and throw the opponent
-Smooth Criminal can now move through stage collision
-If Jay and Smooth Criminal are on opposite sides of an opponent when they activate a Rush Cancel,
they now run towards each other instead of in the same direction
-Added new palettes for Jay and Smooth Criminal
-Added new animations for Jay and Smooth Criminal
-Jay now has a step dash instead of a run
-Singleplayer HUD now works with Jay
-Added command list for Jay in the pause menu
-Jay is now the playable character in training mode to test out his mechanics
-Using a super now prevents you from building meter for the rest of the combo
-Wallbounces are now limited to 1 per combo
-Added a 7 frame input buffer on wakeup
-Added No-Numpad mode. This is a special option for players who do not have a keyboard with
a numpad. This makes player 2's keyboard controls use the 1-6 keys on the keyboard instead of
the numpad. They still use the arrow keys to navigate. Hold Q to run
-Projectiles now knock player back relative to their position instead of their owner.
-Added revised music track for Russel's Stage
Bug Fixes
-Fixed a bug where getting counter hit wouldn't destroy the victim's hitboxes after hitstop
-Fixed a crash involving projectiles
-Fixed a bug with Russel's Up Special
-Beverly's Super no longer causes the DANGER text to get stuck if she is hit out of the move's startup
-Fixed a crash with Gunther's command grab
-Gunther's Jumping Medium no longer hits several times
-Gunther's Super now works again
-Fixed an issue where canceling a move late would cause an incorrect animation frame to display
-Fixed an issue with player collisions
-Fixed an issue with hurtboxes during hitstop
-Players now properly face the source of damage on hit and block
Russel:
-Standing Heavy
-Adjusted launch angle
-Enhanced Down Special
-Decreased total duration (57f -> 43f)
-Increased safety on block (-20f -> +4f)
Beverly:
-Super
-If the opponent hits the ball, the hitbox is now removed.
-Meter gain is reduced by 75% if this move is active.
Jay:
-Decreased walking speed
-Decreased backdash speed, distance, and total duration
-Replaced forward run with a step dash
-Standing Light
-Decreased startup (5f -> 4f)
-Increased hitstun (10f -> 12f)
-Standing Medium
-Increased startup (8f -> 9f)
-Increased knockback
-Adjusted hitbox position. This move is now duckable.
-Standing Heavy
-Decreased startup (18f -> 16f)
-Decreased total duration (43f -> 36f)
-Decreased safety on block (-3f -> -11f)
-Decreased knockback
-Adjusted hitbox and hurtbox positions
-Adjusted momentum data
-Crouching Light
-Adjusted hurtboxes
-Adjusted particle effects
-Crouching Medium
-Increased startup (8f -> 9f)
-Decreased damage (Regular: 10 -> 6) (Counter: 12 -> 8)
-Reduced combo scaling (2 -> 1)
-Lowered the profile of the hurtboxes
-Adjusted hitbox position
-Adjusted momentum data
-Crouching Heavy
-Decreased damage (Regular: 12 -> 10) (Counter: 16 -> 12)
-Decreased meter gain (Regular: 8.5 -> 8) (Counter: 14 -> 10)
-Decreased range of the hitbox that extends behind Jay
-Adjusted particle effect
-Jumping Light
-Adjusted hitbox and hurtbox positions
-Increased total duration (25f -> 35f)
-Decreased startup (7f -> 5f)
-Decreased damage (Regular: 6 -> 4) (Counter: 8 -> 5)
-Decreased meter gain (Regular: 4.2 -> 3) (Counter: 5.5 -> 5)
-Decreased combo scaling (3 -> 1)
-Increased gravity scaling (0 -> 1)
-Increased active frames (10f -> 20f)
-Jumping Medium
-Increased range. This move no longer crosses-up
-Increased total duration (30f -> 45f)
-Decreased damage (Regular: 10 -> 6) (Counter: 12 -> 8)
-Decerased meter gain (Regular: 6.49 -> 4) (Counter: 9.99 -> 6)
-Decreased combo scaling (2 -> 1)
-Increased gravity scaling (0 -> 3)
-Increased hitstop (8f -> 12f)
-Jumping Heavy
-Extended hitbox downwards
-Decreased horizontal range
-Increased total duration (30f -> 40f)
-Decreased damage (Regular: 14 -> 9) (Counter: 16 -> 10)
-Decreased meter gain (Counter: 14.6 -> 10)
-Increased gravity scaling (0 -> 3)
-Neutral Special
-New animation
-Up Special
-This move is now invincible until the hitbox is active
-Increased counter hit level (2 -> 3)
-Decreased damage (Counter: 10 -> 3)
-Decreased meter gain (Counter: 1.2 -> 1)
-Increased hitstop (Counter: 8f -> 30f)
-Decreased launch velocity on counter hit