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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.