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Jazz Boy

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A member registered Feb 17, 2022 · View creator page →

Creator of

Recent community posts

Version 0.7.1

Key Changes:

-Added a few new sprites for Gunther

-Reworked some of Gunther's attacks

-Adjusted some of Gunther's stats

-All characters now have custom primary hurtbox sizes


Bug Fixes

-No notable fixes


Gunther:


Gunther can no longer chain his normals together.


Increased Walk Speed

 0.6 -> 0.7

Increased Run Speed

 1.5 -> 1.6


Added New animations

 Idle

 WIP Walk

 WIP Run

 WIP Stand Light 1, 2

 WIP Stand Heavy


Standing Light

 Increased Total Duration

 15f ->

 Increased Startup

 4f -> 5f

 Adjusted Hurtboxes

 Adjusted Hitboxes to give the move more range

 Increased damage on counter hit

 4 -> 6

 Decreased Combo Scaling

 2 -> 1

 Increased hitstun

 Regular: 9f -> 13f

 Counter: 12f -> 15f

 Adjusted launch angle on aerial opponents

 Adjusted particle effect

 Decreased gravity scaling

 2.5 -> 2


Standing Light 2

 Increased total duration

 19f -> 36f

 Increased startup

 4f -> 11f

 Increased hitbox width

 Increased hitstop

 Regular: 6f -> 10f

 Counter: 9f -> 13f

 Increased blockstun

 13f -> 19f

 This move now launches the opponent

 Adjusted particle effect on hit

 Decreased combo scaling

 2 -> 1

 Adjusted air launch angle

 Increased gravity scaling

 0 -> 2

 Altered particle effect and sound on counter hit


Standing Medium

Swapped this move with Standing Heavy


Standing Heavy

Swapped this move with Standing Medium

Noted! Thx for the feedback

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

Back to the mines.

Version 0.6:


Key Changes:

-Characters can now have unique Rush Cancel and Wallsplat animations

-Added Air/Ground only enhanced specials

-Added Hitgrabs


System changes:

-Attacks can now have supplementary scripts

-Rekkas no longer have EX Flash

-Projectiles can now hit multiple times

-Fixed an issue where getting hit by a projectile and a regular attack resulted in an unblockable

-Player's primary hurtbox no longer disappears when getting counter hit

-Added dissipate animation for fireballs

-Adjusted Speed Trails for supers

-Destructible objects no longer slide on the floor after being launched

-Reworked multi-hits to work with Beverly's new super

-Rush Cancels are now projectile invulnerable once again, and the invulnerability transfers through attacks out of the Rush Cancel

-Fixed some crashes involving Smooth Criminal


Russel:

-Forward Medium

 -Renamed to "High-Voltage Punch"


-Up Special

 -This attack can now be blocked

 -Increased blockstun (1f -> 15f)

 -Increased pushback on block


Beverly:

Added two new command normals, Forward Medium (Advancing Hopkick) and Back Medium (Retreating Hopkick).

Added new Animations:

 Tech Roll

 Quick Getup

 Wallsplat

 Rush Cancel

 Fireball Sprites

 Super


-Light Attacks

 -Reduced scaling down to 1 point

 -Adjusted knockback angle for airborne opponents

-Crouching Medium


 -Reduced startup (9f -> 7f)

 -Increased safety on block (?? -> -6f)

 -Slightly increased knockback


-Crouching Heavy

 -Redistributed damage ( 3 / 9 -> 6 / 6 )

 -Reduced scaling ( 0.5 / 2 -> 1 / 1 )


-Jumping Heavy

 -Reduced scaling ( 2 / 2 -> 1 / 1 )

 -Increased meter gain for first hit (4 -> 6)

 -Decreased damage for the second hit on counter hit (12 -> 10)


-Neutral Special

 -Added enhanced version, done with 236 during the startup of the move.

 -Increased total duration (36f -> 40f)

 -Reduced damage (10 -> 7)

 -Reduced counter hit damage (12 -> 9)


-Side Special

 -Can no longer perform the low and launcher follow-ups in the air

 -3rd hit how transforms into launcher with special charge (Air OK)

-Up Special

 -Added Enhanced version, done by holding down for about a second, then pressing up and Special

 -Reduced vertical travel distance for non-enhanced version

 -Fixed a typo with the move's name


-Down Special

 -Revamped move. Beverly now takes a deep breath

 -Pressing Special with good timing grants a special charge, which makes her next

  Special a free enhanced version


-Super

 -Revamped move. Beverly now spawns a large exercise ball that can be hit around the screen

Glad to hear you're enjoying the game! While I do plan to get voice actors at some point, I don't have the funds at the moment to hire them (I would never make people voice my game for free.) Thanks for the offer though, and I'll keep you in mind -- you've got some talent!

Key Changes:

-Added a minimum damage scaling to all supers (40% up from 10%)

-Adjusted Player Collision logic

-Adjusted health bar flash to make it slightly more visible

-When pausing, a bar now shows up to indicate that one must hold the pause button.

-You can no longer Rush Cancel during any getup state

-Made a small adjustment to the player's idle hurtbox

-Adjusted controller deadzones

-Fixed an issue with regular getup

-Fixed a bug with speed trails not displaying properly for Player 2

-Adjusted the speed trail effect for supers


System changes:

-Added Soft Knockdowns. During this type of knockdown, the player can either do a quick

getup by inputting neutral on the control stick, or they can roll to the left or right

by holding a direction. (At the moment, all knockdowns are soft. This will be changed later.)

-Rush Cancel Up now jumps higher.


Russel:

-Added Victory Animation

-Added Round Lose Animation

-Added Super Animation

-Added Rush Cancel Animation

-Added Quick Getup Animation

-Added Tech Roll Animation

-Fixed some coloring errors on a few animations (Intro, Side Special)

-Overhauled Super again. This iteration should be the last one.

-j.L:

Decreased Startup

6f -> 4f

Increased active time:

20f -> 60f

Decreased Combo Scaling

3 -> 1

-5L (autocombo)

Decreased Combo Scaling for all hits

2 -> 1

-2L

Decreased Combo Scaling

2 -> 1

-Super

Decreased overall damage

34 -> 30

I would like to make a public Discord at some point. I don't know a whole lot about server moderation, though. I might set one up sooner rather than later. I'd love to hear your ideas, my discord handle is: jazz_boy

Noted, thank you!

Jay is heavily WIP. All of his stuff will get touched-up/fixed in the future. Thanks for bringing this to my attention though! (Also, I'm very interested to know  how you modded the game.)

A proper training mode will for sure be added at some point, but it takes a while to get one set up. There's a bunch of small things that a good training mode needs, and I'm aware that it's annoying to have to play a VS match in order to practice with different characters.
As for EX moves, I plan to use the campaign mode to demonstrate different game mechanics, but I also want to do more than just make a glorified tutorial.
Thank you for your suggestion!

GDC Edition Balance Changes

Russel:

Overall changes include damage cuts, adjusted hurtboxes, and changes to his super.

-2L:

    Increased Hitstop (Regular: 6f -> 8f) (Counter 8f -> 10f)

    Move now cancels into itself

-5M:

    Decreased damage on counter hit (10 -> 8)

    Decreased meter on counter hit (12 -> 10)

-5H:

    Decreased damage (Regular: 12 -> 10) (Counter: 20 -> 13)

    Increased meter gain on counter hit (12 -> 13)

-2M:

    Decreased damage (First Hit: (Regular: 10 -> 7) (Counter: 12 -> 8))  (Second Hit: (Regular: 10 -> 6) (Counter: 12 -> 8))

    Decreased meter gain on counter hit (First Hit: 12 -> 8)  (Second Hit: 12 -> 10)

    Decreased horizontal air knockback of the second hit during a counter hit (4.0 -> 0.5)

-2H:

    Increased damage (10 -> 12)

    Increased meter gain (8 -> 12)

    Increased safety on block (-17 -> -10)

-6M:

   Extended hitbox downwards

-j.M:

    Decreased damage (Regular: 8 -> 6) (Counter: 10 -> 7)

    Decreased meter gain on counter hit (12 -> 7)

    Adjusted launch angles

-j.H:

    Decreased damage (Regular: 12 -> 10) (Counter: 16 -> 12)

    Adjusted meter gain (Regular: 8 -> 10) (Counter: 20 -> 12)

    Decreased combo scaling (Regular: 2.0 -> 1.0) (Counter: 2.0 -> 1.0)

    Changed particle effect that displays when landing the move

-5S:

     Enhanced:

        Decreased Meter gain (Regular: 4 -> 0) (Counter: 6 -> 0)

-2S:

    Adjusted damage (Regular: 12 -> 15) (Counter: 20 -> 18)

    Decreased meter gain (Regular: 18 -> 15) (Counter: 20 -> 18)

    Decreased combo scaling (2.0 -> 1.0)

-6S:

    Decreased damage on the first hit (10 -> 8) 

    Enhanced:

        Enhancer now transitions immediately

        Decreased Meter gain (Regular: 8 -> 0) (Counter: 12 -> 0)

-8S:

    Increased damage (13 -> 15)

    Increased meter gain (9 -> 10)


Beverly:

Overall changes include new animations, increased range on side special, adjusted counter hit properties, and adjusted hurtboxes

-5M:

    Move now keeps momentum from running

    Updated counter hit properties

-5H:

    Decreased travel distance

    Decreased total duration (40f -> 28f)

    Decreased damage (Regular: 15 -> 10) (Counter: 23 -> 12)

    Decreased blockstun (21f -> 10f)

    Adjusted launch angle on counter hit

-2L:

    Updated counter hit properties

-2M:

    Updated counter hit properties

Version 0.4

Key Changes:

-Added Tutorial Campaign mode stage. Accessable by selecting "Campaign" on the main menu

then walking to the first Red Circle and pressing A

-Added Slopes and Semisolid platforms

-Refactored Destructable objects. They now use GM's variable definitions to make creating

new objects easier

-Added Cutscene triggers. These activate when a player touches them, and can be programmed

to do pretty much anything.

-Added Fight triggers. These activate when a player touches them, spawning an enemy

and locking the camera

-Added Quarters. These act as the game's main collectable and currency

-The UI now changes in singleplayer. It now only has 1 health bar, a coin count, and

a timer

-Added Level Ending screen. This plays every time the player completes a level

-Added Round Win and Round Lose player states (no animations yet)

-The game is no longer "paused" during a round start or level start. This allows players

to follow physics during these times.

-The "Round Start" text can now be delayed for singleplayer levels. This allows custom

cutscenes to play before the text appears.

-Completely reworked menu controls. Menus will always use the left stick to navigate,

A to select, and B to deny. These controls are seperate from the player's combat controls

and cannot be changed.

-Added D-pad Support for controllers

-The game now saves each player's controls between play sessions. It also seperates

Keyboard and Controller settings.

-Added infrastructure for AI opponents. They require 3 parts: a playerController object

(the character to be controlled), an AIController object (sends inputs to the player

controller), and an AIBehavior object (processes AI logic.)

-Characters can be disallowed from running and blocking. This is used to make the first

enemy easier to fight.

-Added new NPC: Construction Guy 

-Adjusted controller deadzones

Projectiles:

-Fixed several bugs with projectiles. They should now be more stable

-Projectiles that bounce will no longer travel along the floor

System changes:

-Players will now face their attacker when getting hit (unless they are being thrown).

-Players will no longer turn around while in hit or block stun

-Fixed an issue where players would not build meter in singleplayer

-Beverly can now cancel Jumping Medium Attack into her Down + Medium Air Command Normal

Beverly:

-new Jumping Light animation

-Adjusted properties of Jumping light to match the animation, including a different hitbox,

frame data, etc.

(1 edit)

Version 0.3

Stuff we changed:

-Volume settings now persist between menus

-Fixed some issues with Options menu controls

-Projectile Data has been updated

-Updated Main Menu Graphics

-Made controls for the Main Menu smoother

-Implemented changes to Russel's specials that didn't get included in the previous update

-Fixed an issue with the Combo Counter not going away

-Fixed several bugs relating to Smooth Criminal

-Attacks with a base damage of 1 can now be scaled down to decimal values

-You can no longer get the early version of the Arcade in Random Stages

-Holding back when backdashing no longer forces the player to keep backdashing

-Made adjustments to how dash inputs are handled. Dash inputs are now a lot more precise

-Added Sound FX to Main Menu, Character Select, and Results Screen

-Added proper palette masks to Beverly's attacks

-Added proper animations for Beverly's Crouch Light and Crouch Medium

-Changed default run button from left Ctrl to left Shift

-Player 2 can now cancel Stage Select

-Added Wallbounce. Certain moves cause the opponent to splat against the wall

-Updated Options Menu Graphics

-Added "Voice" as a sound option

-Added Rush Cancel Sound effect

-Added Gunther. He is in very early stages and does not have much official art


-Russel Standing Medium

Reduced Hitstun (21f > 18f)

Now +2 instead of +5 on hit. The plus frames didn't do much for him,

since he could cancel into a lot of things anyways. Plus, he could

combo into down special, which I didn't like because it felt weird.


-Russel Standing Heavy

Reduced Knockback to allow the move to connect with side special more easily

Reduced Damage (14 > 12)

Now wallbounces on counter hit


-Russel Jumping Heavy

Added an extra hitbox to the move to increase its range and versatility.


-Russel's Enhanced Neutral Special

Added Final Animation 

Increased attack range

Decreased movement range

Increased total duration (21f > 27f)

Increased combo scaling (1 > 2)

Added a hurtbox to the move

Move now hits later (5f > 9f)

Adjusted Hit Spark


-Russel's Down Special

Starts falling sooner

Added Russel's Enhanced Down Special (623)

Follow up overhead at 14f

Frame trap on block

More unsafe

Decreased Damage (14 > 12)

Increased Blockstun (13f > 16f) (-17 instead of -20 on block)

Decreased Hitstop (20f > 14f)

Adjusted Launch angle

Increased duration of extended hurtbox

Enhancer now wall bounces on counter hit


-Russel Side Special

Adjusted functionality to Enhanced Side Special

Added final animation for Enhanced Side Special

Adjusted hitstun and launch angles to allow enhancer to connect properly.

Enhancer now connects after counterhitting the opponent with the second hit

Now starts moving immediately to allow it to connect better from Stand Heavy

Changed damage distribution. First hit does 10, second does 4

The move does the same amount of total damage, but I made this change

because it was common in air-to-air situations for only the first

hit to connect, causing the player to lose out on damage. This change

increases the reward for using this move as an air-to-air.

Changed meter distribution. First hit gives 8, second gives 2

Same explaination as above

Ver 0.2.2 Hotfix:

-Fixed crash involving projectiles. Counterhitting the opponent with a projectile will no longer crash the game

Ver 0.2.2:

-Fixed crashes involving canceling certain moves during hitstop

-Players can more easily jump over small obsticales

-BGM now stops when exiting singleplayer levels

-Increased controller deadzones

-Added Rush Cancel. Performed by pressing Run + Special. Can hold up to go high, in

air causes you to fastfall to the ground

-Adjusted how blocking works. Should now be more reliable

-Players properly run in the right direction after waking up with their head to the

opponent

-Hitboxes and hurtboxes no longer disapear during hitstop

-Fixed an issue where canceling a move would sometimes cause an extra hit.

-Damage Scaling now works properly

-Fixed a bug where the super meter would overflow

-Moves performed in the air can no longer hit low. Attacks that would hit low hit mid

instead

-Moves that have non-integer knockback no longer cause the opponent to oscillate

-Autoblock now properly gaurds against lows

-Adjusted player collisions

-Time out now rewards the player with the higher % of hp remaining

-You can now buffer arials out of jumpsquat

-Debug Mode now displays combo damage. It is the 4th number from the top

-Characters can now support multiple movesets

-KO text now appears behind players

-Fixed animation bug when enhancing specials

-Counter Hits now properly display their hit effect

-Added EX flash for enhanced moves and Rush Cancel

-Fixed issue with enhanced moves skipping their 1st frame

-Added Block sfx

-Updated Credits

-Updated Stage Select

-Added a few alternate palettes for Jay

-Added more placeholder moves for Jay

-Enhancers now require meter

-Updated meter HUD element

-Added Meter Scaling. Using a move that requires meter or RC will prevent you from

building meter for the rest of the combo

-Reworked Hitstop

-Projectiles no longer cause their owner to enter hitstop

-Players can now hit multiple objects at once

-Fixed issue where performing a Rush Cancel after a forward throw would cause the

opponent to behave strangely

-Adjusted how hitstop works

-Added new sound effects for running, walking, jumping, landing, and hitting

-Added Smooth Criminal and Spirit Functionality

-Added more placeholder sprites for Jay

-Knockback is now based on the victim's direction rather than the attacker's

-Updated Russel's Forward Medium command normal

-Added Results screen. You can now instant rematch at the end of a fight

-Options menu now properly adjusts sound volumes


-Russel's Enhanced Neutral Special

Added Final Animation 

Increased attack range

Decreased movement range

Increased total duration (21f > 27f)

Increased combo scaling (1 > 2)

Added a hurtbox to the move

Move now hits later (5f > 11f)

Adjusted Hit Spark


-Russel's Down Special

Starts falling sooner

Added Russel's Enhanced Down Special (623)

Follow up overhead at 14f

Frame trap on block

More unsafe

Decreased Damage (14 > 12)

Increased Blockstun (13f > 16f) (-17 instead of -20 on block)

Decreased Hitstop (20f > 14f)

Adjusted Launch angle

Increased duration of extended hurtbox


-Russel Side Special

Adjusted functionality to Enhanced Side Special

Added final animation for Enhanced Side Special

Adjusted hitstun and launch angles to allow enhancer to connect properly.


-Russel Forward Medium Attack

New animation

Altered move properties to fit the move


-Beverly Standing Light

New animation


-Beverly Standing Medium

New animation


-Beverly Standing Heavy

New animation


-Jay

Too many to list lol

Hey Lumina! So glad you wanted to reach out to me. I've gotten a lot of questions as to how the game itself is programmed, but I haven't had the time to make a detailed walkthrough of how everything works. We're still changing things around and adding new features, so the code base is a little messy at the moment.

Basically how the game works is that there's an ENUM (enumerated list, where every entry has a constant value) that contains every state the player could possibly be in. This includes things like being Idle, crouching, attacks, getting hit, getting up, intros, etc. On each frame, the game uses a switch statement to process the code that correlates to each state. This allows states to have their own logic that's separate from other states. Some states like Idle, Crouching, and Hitstop are processed outside of the state machine, since doing so inside the machine would cause 1 frame delays between player input and game action.

That's a bit of an oversimplification of how it works, but that's basically the gist. 

Here's an image of the code. the states themselves are collapsed to show how many there are, as some states can have quite a lot of code.

As for contact, here's my Discord if you wanna inquire further. jazz_boy (originally jazz_boi#6109) Hope this helps! Sorry it took a bit for me to respond.

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.

Ver 0.2:

-Added Support for Projectiles

-Added Up and Downs Specials

-Added full support for character editor

-Added support for command grabs

-Adjusted visual for super meter

-Added instructions text to menus

-Added Palette Data to Beverly

-Levels can now be selected from the campaign mode

-Added Jay as a playable character. At the moment, he is a carbon copy of Russel with less health, but we will give him his own moveset at a later data.


Russel:

-Added up and down specials


Beverly:

-Replaced old neutral special with a projectile

-Added remaining specials

-Added extra palettes