This is Olive:
[img=http://i.imgur.com/ENRWghPl.jpg]
She's pretty adorable, and I assure you she's just as soft as she looks. She and her relatives are running around in Maplecrest, along with a lot of other Lab Zero pets!
"But under what auspices does she grace these-here patch notes?" you might ask.
Well! She is here to announce that...
Olive the Beta features are now in the Real Game!
This includes Undizzy changes, some character fixes, and Downs instead of rounds, but it does not include Big Band because he's not done yet.
Summary
- Undizzy (what's that?) is now 240, and accumulates any time after Stage 2. It can go above the maximum and will take longer to go back to zero the higher it is, obviously. Your combos are now much shorter.
- You can always combo up to Stage 5 without triggering an Undizzy burst even if you are already at 240 Undizzy.
- Counterhits subtract Undizzy, 25/50/100 for L/M/H hits. Counterhit specials and throws subtract 50, assists subtract 25, and supers subtract 0. Undizzy CAN go below zero, so if you land a counterhit Hard Punch or Hard Kick you can still do some pretty impressive stuff.
- Downs instead of Rounds for 1v1, like I said. You'll see.
- Meter gain for the victim was lowered at the start of a combo, but continues to go up over the course of the combo just like before.
- Assist hits that start combos scale the combo to 66% (1000 dmg -> 667); if the assist is a counterhit it scales the combo to 90% (1000 dmg -> 900).
- Fortune's head no longer adds 1.5x Undizzy as a juggle hit, but it now counts as a Hard Punch (tl;dr adds 30 instead of 45).
- Peacock's Shadow of Impending Doom now does not lower her meter gain while it is being held.
- Valentine's green poison also subtracts undizzy, 0/50/100 for Levels 1/2/3.
- Fixed matches ending if spectators disconnect mid-match.
- There is probably other stuff I forgot, I'm tired. :^P Just play!
Stuff Done Today
- Assists no longer stand around during Downs, that was a mistake.
- Fix some art in the gallery, or some changed at least?
- Cerebella's back throw is properly named as a custom assist.
- Double's Lv3 will now properly track the point character if it hits both point and assist. The assist may drop out if the characters are very different (Double/Peacock), but the point character shouldn't drop anymore. (Please check that Valentine's poison syringes and scalpels still work properly! That is related to this fix.)
Other
Sorry Dime_x, downs do not reset the timer when fighting AI. I want to see if I can find a better solution if you have changed the number of rounds for teams.
tl;dr Still shorter than Dime's posts. (^.^)
