Ver 0.2.1 - The Motion Input Update:
General Changes:
-Added background music to the game
-Added a hit sound effect
-Players can now Run by double-tapping a direction as well as using the run button
-Enhanced specials have been added
-Command Normals have been added
-Rekkas have been added
Russel:
!6M
-new command move
-25f startup overhead
-can give full combo on hit
!down special
-New animation
-effectively a new move. 20f overhead
-when used midair, slams downward quickly
jH
-hitstun slightly increased
neutral special
!-added 236 enhancer launcher
side special
!-added 214 enhancer pressure reset followup
-changed launch angle to be slightly more upward
Beverly
!j2M
-new command move
-13f startup stop-drop dive kick
!side special
-new rekka series
-effectively 5 new moves
-rekka 1 is a slight forward moving jab, can go into rekka 2, rekka high, rekka low, or rekka launch
-rekka 2 is a fast stomp, punishable on block but can go into rekka high, rekka low, or rekka launch
-rekka low is fast and safe, gives hard knockdown on hit. low damage -rekka high is a slow overhead that uncombos but deals good damage and goes a good distance
-rekka launch is a fast-ish option which is very unsafe on block but gives a full air combo sL1 -minor hitbox and hurtbox adjustments
-increased knockback
*sL1 is +1 on block meaning its a very solid mash option sL2
!- can now be cancelled into sH; not a true combo
-minor hitbox and hurtbox adjustments
-less hit stun
-less knockback
-made horizontal speed a feature rather than a bug; speed looks a lot less janky
*sL2 now lets you make the decision of going into sL3, sM, or sH.
*sL3 is true and gets you more space & knockdown, sM is true and gets you more damage, sH is NOT true but is a solid frame trap sL3
-minor hitbox and hurtbox adjustments
-minor adjustments to frame data to make the move feel better; no effect in practice
-is now -7 on block instead of -9; in line with russel's auto combo
-slightly more knockback on hit
sM
-minor hitbox and hurtbox adjustments
-decreased blockstun; now +1 on block instead of +2
-increased pushback on block
*now better as the poke its meant to be
sH
-hitbox and hurtbox adjustments
-motion adjusted to be more fluid
-increased damage 14->15
-slower startup 12f->14f
-recovery 39->40
-hitstun 14->15
-blockstun 20->21
*slightly worse on whiff but same on hit and block
-decreased pushback on block -decreased knockback
-counterhit now has stronger knockback & damage
cL
-minor hitbox and hurtbox adjustments
-adjusted startup 4f->5f
cM
-hitbox and hurtbox adjustments
!* now the furthest reaching normal instead of the second shortest
-startup 7f->9f
-damage 10->8
-decreased blockstun
-decreased knockback
-increased recovery time
-hurtbox now retracts slightly as move finishes
*these read like major nerfs but the move feels stronger due to range
cH
!- first hit now vortexes slightly
*makes the second hit consistent and also means the first hit can special cancel in interesting ways
-hits slightly more active (1f->2f)
-second hit slightly more blockstun (8f->10f)
-second increased knockback
-reduced meter gain
-slightly reduced range
-damage changed from 5,5 to 3,9
-counter hit no longer deals an absurd 30 damage
jL
-recovery increased 10f->16f
jM
-startup 10f->9f
jH
-startup 12f->10f
down special
-damage 15->10
neutral special
!-removed kick hitbox
-hurtbox shrink
-ball comes out slightly earlier 15f->14f
Jay
Adjusted animations across all specials
Adjusted animations for standing light 1 and standing heavy
Up Special
-New move
-Multi-hitting.