
Version 0.3 of Punch Planet is now released! With this update comes our sixth character Maxx, the Froggy Bouncer, who is our first charge character to appear in the game. Along with him, there are some small changes for the other characters, visual changes to some universal mechanics (Quick Rise / Counter Hits), improvements to the input system, new music, and more optimizations to the engine like always.

https://youtu.be/EH4UaYv6GZ0
Maxx
Maxx is a big-body brawler with solid hit confirms, a sneaky command grab, and big beefy attacks.
Hook Swing
Input: (charge)Backwards -> Forwards + Punch
- Light version is the fastest but allows the least amount of follow-ups
- Medium version is slower but gives more options on hit
- Heavy version causes a hard knockdown but is hard to combo into
- EX version has two hits, first hit keeps standing and second hit launches
- All versions are cancellable into SUPER and DTC
- All versions gain armor when Maxx is buffed into the air for many followups
https://youtu.be/OZfSocWI-v4
Ground & Pound
Input: (charge)Backwards -> Forwards + Kick
- Normal versions vary in distance and speed
- EX version is very close range and fastest
- All versions gain armor when Maxx is buffed
- All versions can cancel last hit into DTC (follow-up into an OTG attack)
https://youtu.be/GMGFhu6kk6g
Horny Toad
Input: (charge)Down -> Up + Punch
- Light version is low range
- Medium version is farther
- Heavy version is long range
- EX version has armor on frame 1 (reversal)
- All versions gain armor when Maxx is buffed
- Cannot cancel into SUPER or DTC
https://youtu.be/52wqLSXo66Y
Buff-U
Input: Half-Circle-Backwards (HCB) + Kick
- Gain a temporary buff that gives armor to the next used special attack (Hook Swing, G.A.P, Horny Toad)
- Buff is removed after using one of the above moves
- Buff is removed when hit (not on block)
- L / M / H versions are identical
- EX version throws the bottle as a low-damage projectile
- All versions are cancellable into DTC
https://youtu.be/R-Tzfz71o-0
Last Call
Input: (charge)Backwards -> Forwards -> Backwards -> Forwards + Punch
- There are two versions, one when buffed and one when not buffed
- Costs 2 EX-bars
- Normal version is a multi hit
- Buffed version is single hit, faster and does more damage
https://youtu.be/yGByu2P1IAU
Happy Hour
Input: Triggers automatically at full EX-meter
- Gains Buff-U buff until the end of the round
- Also gains armor on grounded heavy attacks (St.HP / Cr.HP / St.HK / Cr.HK)
- Meter is fully removed at the end of the round (stays full after activation, starts at zero next round)
- Advantage is net-zero when activated (same advantage after activation as before)
https://youtu.be/hoJ7PJ-RJ6o
Music
We've added selectable music for Dog, Agent-G, and Maxx
Counter Hits
Counter hits have been visually improved a bit. When players are counter hit, they will now flash red, a unique sound is played, and the camera is shaken a bit. These changes should help distinguish the CH situation and make it easier for players to recognize.
Quick Rise
Similar to counter hits, when a player quick rises they will now flash blue. This should also help the situation become more apparent when it happens.
Input
Fixed a bug that was causing specials to not trigger, when holding a lower button.
Game Effects
Some optimizations and improvements to objects that use the game effect logic (basically anytime there is a visual effect use with a move). These are now much easier to use on our end and should be more performant when rolling back (faster and more consistent).
Full change-logPunch Planet - Version 0.3.1.a
* Characters
* Maxx
* Maxx is now available
* General
* Body Type: Big
* Health: 1050
* Damage Scale: 0.95
* Meter Scale: 0.95
* Jump: 42f
* Dash Forward: 20f
* Dash Backward: 22f
* Walk Forward speed (Normal): 0.2
* Walk Backward speed (Normal): 0.14
* Walk Forward speed (Buffed): 0.16
* Walk Backward speed (Buffed): 0.1
* Normal Attacks
* St.LP
* Startup: 5f
* Keeps standing against grounded
* Resets against airborne
* Hits mid
* Longest range light attack
* Cancellable into specials and supers
* Chains into St.LP / Cr.LP
* Links into St.LK / Cr.LK / St.MP / Cr.MP
* Cancels into LP.HookSwing
* Hit Advantage:
* Link: [+7, +8]
* CH Advantage:
* Link: [+9, +10]
* Block Advantage:
* Link: [+2, +3]
* Cr.LP
* Startup: 4f
* Keeps standing against grounded
* Resets against airborne
* Hits mid
* Fastest light attack
* Cancellable into specials and supers
* Chains into St.LP / Cr.LP
* Links into St.LK / Cr.LK / St.MP / Cr.MP
* Cancels into MP.HookSwing
* Hit Advantage:
* Link: [+7, +8]
* CH Advantage:
* Link: [+9, +10]
* Block Advantage:
* Link: [+2, +3]
* Jp.LP
* Startup: 7f
* Keeps standing against grounded
* Resets against airborne
* Hits high
* Far hit box
* St.LK
* Startup: 6f
* Keeps standing against grounded
* Resets against airborne
* Hits mid
* Low hit stun and block stun
* Cancellable into specials and supers
* Cancels well into LK.GAP
* Hit Advantage:
* Link: [+1, +2]
* CH Advantage:
* Link: [+3, +4]
* Block Advantage:
* Link: [-2, -1]
* Cr.LK
* Startup: 5f
* Keeps standing against grounded
* Resets against airborne
* Hits low
* Cancellable into HappyHour
* Links into Cr.LP
* Hit Advantage:
* Link: [+4, +6]
* CH Advantage:
* Link: [+6, +8]
* Block Advantage:
* Link: [+0, +2]
* Jp.LK
* Startup: 7f
* Keeps standing against grounded
* Resets against airborne
* Hits high
* Crosses up
* Close hit box, low block stun
* St.MP
* Startup: 7f
* Keeps standing against grounded
* Resets against airborne
* Hits mid
* Decent range
* Very good on hit and block
* Cancellable into specials and supers
* Links into St.LP / Cr.LP / St.LK / Cr.LK / St.MP / Cr.MP
* Cancels into MP.HookSwing
* Hit Advantage:
* Link: [+6, +8]
* DTC -> Attack: +10
* DTC -> Forward Dash: -2
* CH Advantage:
* Link: [+9, +11]
* DTC -> Attack: +13
* DTC -> Forward Dash: +1
* Block Advantage:
* Link: [+2, +4]
* DTC -> Attack: +6
* DTC -> Forward Dash: -6
* Fw.MP
* Startup: 9f
* Keeps standing against grounded
* Resets against airborne
* Hits mid
* Forward moving
* Cancellable into HappyHour
* Links into St.LP / Cr.LP / Cr.LK
* Hit Advantage:
* Link: [+5, +8]
* DTC -> Attack: +7
* DTC -> Forward Dash: -5
* CH Advantage:
* Link: [+8, +11]
* DTC -> Attack: +10
* DTC -> Forward Dash: -2
* Block Advantage:
* Link: [-1, +2]
* DTC -> Attack: +1
* DTC -> Forward Dash: -11
* Cr.MP
* Startup: 6f
* Keeps standing against grounded
* Resets against airborne
* Hits mid
* Cancellable into specials and supers
* Good range
* Good anti-air
* Cancels into MP.HookSwing
* Hit Advantage:
* Link: [+2, +4]
* DTC -> Attack: +9
* DTC -> Forward Dash: -3
* CH Advantage:
* Link: [+5, +7]
* DTC -> Attack: +12
* DTC -> Forward Dash: +0
* Block Advantage:
* Link: [-3, -1]
* DTC -> Attack: +4
* DTC -> Forward Dash: -8
* Jp.MP
* Startup: 9f
* Keeps standing against grounded
* Resets against airborne
* Hits high
* Crosses up
* St.MK
* Startup: 9f
* Keeps standing against grounded
* Resets against airborne
* Resets against knocked down opponents (OTG)
* Hits low
* Good range
* Cancellable into supers
* Hit Advantage:
* Link: [+2, +7]
* DTC -> Attack: +9
* DTC -> Forward Dash: -3
* CH Advantage:
* Link: [+5, +10]
* DTC -> Attack: +12
* DTC -> Forward Dash: +0
* Block Advantage:
* Link: [-1, +4]
* DTC -> Attack: +6
* DTC -> Forward Dash: -6
* Cr.MK
* Startup: 9f
* Keeps standing against grounded
* Resets against airborne
* Hits low
* Very good range
* Cancellable into supers
* Hit Advantage:
* Link: [+2, +4]
* DTC -> Attack: +9
* DTC -> Forward Dash: -3
* CH Advantage:
* Link: [+5, +7]
* DTC -> Attack: +12
* DTC -> Forward Dash: +0
* Block Advantage:
* Link: [-2, +0]
* DTC -> Attack: +5
* DTC -> Forward Dash: -7
* Jp.MK
* Startup: 7f
* Keeps standing against grounded
* Juggles against airborne
* Hits high
* Really good air to air
* St.HP
* Startup: 9f
* Keeps standing against grounded
* Resets against airborne
* Hits mid
* Cancellable into supers
* Good neutral button
* Gains armor while in HappyHour
* Hit Advantage:
* Link: [+1, +2]
* DTC -> Attack: +6
* DTC -> Forward Dash: -6
* CH Advantage:
* Link: [+5, +6]
* DTC -> Attack: +10
* DTC -> Forward Dash: -2
* Block Advantage:
* Link: [-4, +3]
* DTC -> Attack: +1
* DTC -> Forward Dash: -11
* Fw.HP
* Startup: 19f
* Keeps standing against grounded
* Spikes (hard knockdown) against airborne
* Hits high (overhead)
* Cancellable into HappyHour
* Gains armor while in HappyHour
* Hit Advantage:
* Link: [+2, +4]
* DTC -> Attack: +6
* DTC -> Forward Dash: -6
* CH Advantage:
* Link: [+5, +7]
* DTC -> Attack: +9
* DTC -> Forward Dash: -3
* Block Advantage:
* Link: [-7, -5]
* DTC -> Attack: -3
* DTC -> Forward Dash: -15
* Cr.HP
* Startup: 9f
* Hard knockdown against grounded and airborne
* Hits low
* Very long range
* Cancellable into HappyHour
* Gains armor while in HappyHour
* Block Advantage:
* Link: [-14, -11]
* DTC -> Attack: -1
* DTC -> Forward Dash: -13
* Jp.HP
* Startup: 11f
* Keeps standing against grounded
* Spikes against airborne (soft knockdown)
* Hits high
* Good hit / block stun
* Hit box can hit very ambiguously
* St.HK
* Startup: 12f
* Keeps standing against grounded
* Spikes against airborne (soft knockdown)
* Cancellable into supers
* Gains armor while in HappyHour
* Hit Advantage:
* Link: [+1, +5]
* DTC -> Attack: +5
* DTC -> Forward Dash: -7
* CH Advantage:
* Link: [+5, +9]
* DTC -> Attack: +9
* DTC -> Forward Dash: -3
* Block Advantage:
* Link: [-3, +1]
* DTC -> Attack: +1
* DTC -> Forward Dash: -11
* Cr.HK
* Startup: 12f
* Hits low
* Juggles against grounded / airborne / knocked down (OTG)
* Block Advantage:
* Link: [-6, -5]
* DTC -> Attack: +5
* DTC -> Forward Dash: -7
* Jp.HK
* Startup: 12f
* Keeps standing against grounded
* Juggles against airborne (soft knockdown)
* Hits high
* Most hit / block stun
* Special Attacks
* Hook Swing
* Input: (Charge)Backward -> Forward + Punch
* Forward moving swing attack
* Normal versions have zero juggle value
* L
* Startup: 17f
* Comboable from St.LP / Cr.LP / St.LK / St.MP / Cr.MP
* Keeps standing
* Least range
* Least active frames
* Least combo-ability
* Least punishable
* Hit Advantage:
* Link: [+2, +6]
* DTC -> Attack: +6
* DTC -> Forward Dash: -6
* CH Advantage:
* Link: [+6, +10]
* DTC -> Attack: +10
* DTC -> Forward Dash: -2
* Block Advantage:
* Link: [-6, -2]
* DTC -> Attack: -2
* DTC -> Forward Dash: -14
* M
* Startup: 21f
* Comboable from Cr.LP / St.MP / Cr.MP
* Keeps standing
* More active frames
* Farther range
* More punishable
* Good follow-ups from DTC
* Hit Advantage:
* Link: [+2, +9]
* DTC -> Attack: +9
* DTC -> Forward Dash: -3
* CH Advantage:
* Link: [+6, +13]
* DTC -> Attack: +13
* DTC -> Forward Dash: +1
* Block Advantage:
* Link: [-9, -2]
* DTC -> Attack: -2
* DTC -> Forward Dash: -14
* H
* Startup: 25f
* Comboable from Counter-Hit St.MP or Counter-Hit Cr.MP
* Causes a hard knockdown
* Block Advantage:
* Link: [-10, -2]
* DTC -> Attack: -2
* DTC -> Forward Dash: -14
* EX
* Startup: 17f
* Two hits
* Hit 1
* Keeps standing
* Good comboability
* Can DTC into St.MP -> Cr.MP xx Whatever
* Hit Advantage:
* DTC -> Attack: +7
* DTC -> Forward Dash: -5
* CH Advantage:
* DTC -> Attack: +11
* DTC -> Forward Dash: -1
* Block Advantge:
* DTC -> Attack: -2
* DTC -> Forward Dash: -14
* Hit 2
* Launches
* Can be ATC'd (parried) if first hit is blocked
* Great comboability
* Links into Cr.HP, Cr.HK (corner only), EX.HornyToad (knockdown), Cr.MP (reset), Buff-U (safe)
* DTC into many things
* Block Advantage:
* Link: [-9, -7]
* DTC -> Attack: +4
* DTC -> Forward Dash: -8
* Ground And Pound (G.A.P)
* Input: (Charge)Backward -> Forward + Kick
* Forward moving command grab
* Lands only on grounded opponents
* Collides with hurt boxes (not grab boxes like normal grabs)
* All versions have 45f of recovery on whiff
* L
* Startup: 21f
* Least range
* Least damage
* Fastest version, best to tick into
* Really good to cancel from St.LK
* M
* Startup: 31f
* Medium range
* Medium damage
* Best version for cancelling into from St.MP / Cr.MP
* H
* Startup: 46f
* Long range
* Most damage
* Very risky but should hit from most anywhere
* EX
* Startup: 8f
* Very fast
* Very low range
* Extremely strong when buffed (+ Armor)
* All Versions
* Last hit on success can be DTC'd, can followup with St.MK or Cr.HK
* Horny Toad
* Input: (Charge)Down -> Up + Punch
* All versions grab invincible
* All versions invincible to airborne strike attacks once leaving ground
* All versions cause a soft knockdown
* L
* Startup: 7f
* Leaves ground on frame 5
* M
* Startup: 9f
* Leaves ground on frame 7
* H
* Startup: 11f
* Leaves ground on frame 9
* EX
* Startup: 7f
* Leaves ground on frame 5
* Has armor on frame 1 (reversal)
* Buff-U
* Input: HCB -> Any Kick
* Gives armor to Hook Swings, G.A.P, and Horny Toad
* Reduces walk speed
* Buff is lost after using one of the above attacks, or by getting hit
* L / M / H versions are identical
* EX version throws bottle as projectile
* Can be DTC'd
* Super Attacks
* Last Call (Non-Buffed)
* Input: (Charge)Backward -> Forward -> Backward -> Forward + Punch
* Costs 2EX
* Startup: 10f
* Last Call (Buffed)
* Input: (Charge)Backward -> Forward -> Backward -> Forward + Punch
* Costs 2 EX
* Startup: 5f
* More damage, better comboability
* Happy Hour (Install)
* Triggers automatically when at full EX meter
* Lasts until the end of the round
* Gains Buff-U + Armor on heavy attacks
* Roy
* Moves
* Throw Backward
* Fixed second hit removing juggle value
* Cr.MK
* Extended hit box right from 7.25 to 7.35
* Extended hurt box right from 6.8 to 6.9
* Headbutt
* All Versions
* Proximity x position now follows animation and adjusted range
* Cid
* Moves
* St.MP
* Fast Version
* Increased juggle value from 2 to Juggle_Reset (3)
* Cr.MK
* Decreased active frames from 5 to 3
* Increased followthrough frames from 10 to 12
* Hit Advantage:
* Link: [+4, +8] => [+4, +6]
* CH Advantage:
* Link: [+7, +11] => [+7, +9]
* Block Advantage:
* Link: [+3, +7] => [+3, +5]
* Jp.MP
* Fast Version
* Increased juggle value from 2 to Juggle_Reset (3)
* St.HP
* Fast Version
* Increased juggle value from 1 to Juggle_Reset (3)
* Knife Rush
* All Versions
* Proximity x position now follows animation and adjusted range
* Dog
* Moves
* Run -> Followups
* All Versions
* Proximity x position now follows animation and adjusted range
* Super Run
* Increased base damage on block from 0 to 15
* T.Yara
* Moves
* Shield Charge
* All Versions
* Proximity x position now follows animation and adjusted range
* L / M / H
* Now cause soft knockdown
* EX
* Increased followthrough state frames from 11 to 13
* Increased recovery state frames from 5 to 7
* Increased wall bounce y-velocity from 0.6 to 0.625
* Block Advantage:
* Link: [-14, -6] => [-18, -10]
* Agent-G
* General
* Energy FX now show on the clone (DTC, EX, etc)
* Fixed some of his resets referencing the wrong character's reset hit sequence data
* Moves
* St.MP
* Decreased followthrough state frames from 9 to 8
* Decreased hit stun from 23 to 22
* Hit Advantage:
* Link: [+8, +11] (unchanged)
* DTC -> Attack: +9 => +8
* DTC -> Forward Dash: -1 => -2
* CH Advantage:
* Link: [+11, +14] (unchanged)
* DTC -> Attack: +12 => +11
* DTC -> Forward Dash: +2 => +1
* Decreased block stun from 15 to 14
* Block Advantage:
* Link: [+0, +3] (unchanged)
* DTC -> Attack: +1 => +0
* DTC -> Forward Dash: -9 => -10
* Cr.MK
* Extended hit box right from 7.25 to 7.5
* St.HP
* Added ground impact fx
* Added camera shake
* Cr.HP
* Extended first hit box right from 4.0 to 4.25
* Lunar Disk (Projectile)
* L / M / H
* Increased base damage from 30 to 35
* Effective damage increased from 45 to 53
* EX
* Increased both hits base damage from 20 to 25
* Effective damage increased from 60 to 76
* Crescent Splits
* All Versions
* Proximity x position now follows animation and adjusted range
* Crescent Kicks
* All Versions
* Reduced grab invincible frames to [1, 6]
* Now covers only the grounded frames
* Counter Hits
* Added a list of actions that will be executed when a counter hit is landed
* Added red shader flash action
* Added camera shake action
* Added sound action
* Quick Rise
* Added blue shader flash
* Music
* Added Dog theme
* Added Agent-G theme
* Added Maxx theme
* Input
* Fixed a bug when checking if a trigger was input (button press) that could cause the check to prematurely return false before checking all possible buttons
* This could be seen when holding a button (say, MP) and trying to input a super with a higher priority button (HP)
* The trigger for "AnyPunch" was defined as "LightPunch" or "MediumPunch" or "HeavyPunch". The input check in the above case would get to the MediumPunch, have it fail because it's being held (not triggered), then fail the whole input instead of checking HeavyPunch
* Game Effects
* Fixed game effects not being correct for a frame when refreshing their state (roll back / refresh in training)
* Some optimizations made when refreshing state
* Refactored how game effect data is stored and used by moves so that it uses the action system
* Much easier to use and less data needs to be adjusted / tracked
* Some possible performance gains
* Some visual fx might look slightly different, converting over was a manual process and there was 300+ instances
* Actions
* Added Create Game Effect action
* Added Remove Game Effect action
* EX Meter UI
* No longer uses a mask for creating the bars
* Now uses an actual image of four bars
* This looks better and fixes an issue that caused the ui to look wrong when on top of a character model (because of how we do the character layering)
* Values
* Added Vector3 value and reference data
