[Patch 4.0] Slime Joins The Fight!
New game features new playable character 'Slime' New win/rematch screen new character select screen new V.S screen with dialogue more character colors New battle features regain all used moves on knockdown (otg) higher otg launch improved invul system for anitairs/projectiles etc
New game features
- new playable character 'Slime'
- New win/rematch screen
- new character select screen
- new V.S screen with dialogue
- more character colors
New battle features
- regain all used moves on knockdown (otg)
- higher otg launch
- improved invul system for anitairs/projectiles etc.
- hitbox priority system
- new gravity scaling system for combos. starter move and individual moves after all have their own scaling values
- new damage scaling for combos. starter move and individual moves after all have their own scaling values
Quality of Life changes
- Dualsense (ps5) controllers work natively
- training mode quick reset inputs + position reset added
- training mode input frame count can be done by holding the [select/option/F1] button and pressing Light/Medium/Heavy/Dodge.
- new training mode damage & proration display
- movelist darker colors
- character color palette number added to character select
Bug fixes
- issue with blocking mid [blue burst]
- [blue burst] inconsistency fixes
- hurtbox and hitbox inconsistencies
- issue with special inputs being buffered on wake up
- final hit during matches keeps player standing bug
- button configuration menu issues fixed
Character changes
The following information will be updated shortly with more detailed numbers for future reference.
General character changes
- all characters can now combo from their [grab] with a specific move (character specific)
- [grab] starter combos damage scaling nerfed
- all [standing light] and [crouching light] attacks starter damage scaling decreased
Zaiva
- Health value changed from 2400 > 2600
- 2 frames faster start up
- more forward momentum
- [forward special B] faster startup
- [forward specials] kunai increased vertical hitbox
- [grab] can now combo into [special back B]
Nosferatu
- health value changed from 2800 > 3000
- [grab] combo starter damage scaling reduced
Gangco
- health value changed from 2300 > 2400
- all clones health reduced
- [universal overhead] more upwards knockback
- [standing heavy] more upwards knockback
- [Special forward B] more upwards knockback
- [Special forward A] now launches upwards instead of down
- [grab] can now combo into [special forward A]
Mr. No. 5
- Health value changed from 2300 > 2500
- [special forward A] bomb no longer launches and has decreased knockback
- [crouching medium] decreased knockback & increased recovery
- all round projectile damage decrease
Hitboxer
- Health value changed from 2500 > 2700
- [special forward A/B] combo damage scaling decreased
- [special forward A] animation change
- [special forward A] more forward momentum
- [grab] can now combo into 8B
Skullion
- Health value changed from 2700 > 2800
- skullion heavy starter proration decreased 0.9> 0.8
- skullion heavy C starter proration increased 0.9 > 1
- first hit is now low
Mirmo
- grab can now combo into 2C
- [universal overhead] more upwards knockback
- allround increased damage
Manta
- Health value changed from 3000 > 3200
- [crouch medium] now has 2 hiboxes, close one pushes slightly forward, far hitbox pulls in
- damage decreased from 200> 100
- [crouch heavy] last hit knockback decreased, launch hieight increase
- [special forward B] now dash cancelable on hit
- [special back B] no longer cancels into itself
Ciel
- [standing heavy] more upwards momentum + pulls in more
- less horizontal knockback
- [standing medium] less horizontal knockback
- [universal overhead] more upwards knockback
- [grab] can now combo into [special forward B]
Kern
- Health value changed from 2200 > 2400
- charge no longer cancels into itself
- [grab] can now combo into [special back A/B]
