Hey everyone!
IGB v1.24 is out. This update mostly brings fixes and tweaks, but there's some fairly major ones like a change in hitstun, and shieldstun. There's also a ton of CPU changes and additions, which makes the CPUs a bit more exciting to play against. Hopefully also a bit smarter and a bit more challenging. Also fixes some very major bugs, though!
Here's the changelog:
**Additions**
-CPUs will now use neutral special and side special if they have a projectile.
-CPUs may now use their side special if it helps them recover when offstage.
-CPUs will now use certain special moves to attack you as well as the normal attacks.
-With Matt, Missileman, and Blue Blob, you can now hold down when using side special too. This results in the fired projectile going lower downwards instead of higher up or normal height like the two other options.
**Changes**
-Base hitstun increased from 0.45 sec to 0.5 sec.
-Hitstun growth when launched increased.
-CPUs will now react faster when offstage. This will hopefully help them recover better.
-Some tweaks to how the player selector disks on the character select are positioned. Should give more space between each disk when several have selected the same character.
-Shields now get down slower and come out a bit faster.
-Base shieldstun when hit is now a bit lower. The shieldstun growth is also lower.
**Fixes**
-Fixed bug where CPUs still wouldn't turn around if you were really close to them and behind their back.
-Fixed bug where CPUs would still shield endlessly sometimes.
-Fixed bug where if you started shielding and then got pushed into the air before the shield activated, you would be able to shield in the air and enter a tumble/launched state. Now the shield will just cancel out if it hasn't been activated yet.
-Fixed bug where if you got hit in the shield startup (before the shield actually gets active), animations could glitch out.
-Fixed bug where you could roll out of Matt's neutral special after firing it.
-Fixed bug where hitting Matt during the startup of his alt side special would glitch up animations and still not cancel the move.
**Balancing**
*Nerfs*
-Aria's neutral special now uses 85% of her PP instead of 70% like previously.
-Jarvis's down special on the ground now uses 70% of his PP instead of 45% like before.
-Adventure Pals' jab (and a few other moves) now lasts shorter. This is to prevent it from hitting enemies too far behind. The hitboxes also come out a bit later.
-Jarvis gotten the same changes as Adventure Pals.
-Jarvis's jab now has more endlag.
-Huey's jab now has more endlag.
-Huey's neutral air and up air now have a bit more endlag.
-Adventure Pal's jab now has more endlag.
-Matt's tilts now have more endlag.
-Matt's alt side special now does a bit less damage.
-Felix