Punch Planet - 0.1.9.d Patch Notes
https://docs.google.com/document/d/1j0OHV9uHgh9z_WNg6YqODBZtUPO3ZkIlx8rgUS2f8ig/edit
* 0.1.9.d
* Data
* Characters
* All Characters
* Moves
* Jumps
* Standardized all cancel windows into attacks from [1, some number that it used to be] to [1, jumpActiveFrames - 4]
* -4 to give the landing leniency a little room
* Before it was as big as -6 (roy, cid) and -8 (dog)
* Should allow deeper jump ins across the board
* Should cause more deep jump attacks to land before their active frames come out
* Should make it slightly harder to time empty jump -> landing attack
* Forgot to increase this cancel window last time I increased jump active frames
* Tyara remains at -6
* JTC
* Bottom of all airborne movement boxes is now set to an absolute value of 2.5 instead of extending 2.0 from the default
* Generic
* Collision Boxes
* All Body Types
* Reversions
* Decreased all hurt box width by 0.6
* Decreased all movement box width by 0.4
* Decreased all grab box width by 0.4
* Changes
* Decreased all hurt box width by 0.2
* Decreased all movement box width by 0.2
* Decreased all grab box width by 0.2
* Retracted all airborne / juggle move box bottoms by 0.5
* Extended all knockdown move box tops by 0.5
* Roy
* Moves
* St.LK
* Updated animation
* Extended hit box right from 3.75 to 4.5
* Extended hit box top from 2.75 to 3.5
* Retracted hit box bottom from 0.0 to 0.75
* Cr.HK
* Decreased knockdown frames from 39 to 35
* Cid
* Moves
* Cr.HK
* Extended hit box right from 7.0 to 7.25
* Increased followthrough state frames from 12 to 15
* Increased recovery state frames from 8 to 10
* Increased block stun from 13 to 16
* Block Advantage:
* Link: [-10, -7] => [-12, -9]
* DTC -> Attack: -1 => +2
* DTC -> Forward Dash: -10 => -7
* Decreased knockdown frames from 37 to 34
* Dog
* General
* Decreased damage scale from 0.95 to 0.925
* Moves
* Jumps
* Decreased x velocity from 0.24 to 0.23
* St.LK
* No longer chainable into from light attacks
* Cr.LK
* No longer chainable into from light attacks
* Cr.MP
* Increased push back on hit from 2.0 to 3.0
* Jp.MP
* Updated animation
* No longer disables lower standard hurt box
* St.MK
* Increased startup state frames from 8 to 9
* Cr.MK
* First Hit
* Increased push back on hit from 0.5 to 1.5
* Increased push back on block from 0.5 to 1.5
* Retracted hit box right from 6.0 to 5.0
* Retracted hurt box right from 5.5 to 4.5
* Increased followthrough state frames from 3 to 12
* Decreased recovery state frames from 21 to 12
* St.HP
* Now super cancellable
* Cr.HK
* Increased first startup state (grounded) frames from 7 to 9
* Total startup frames increased from 20 to 22
* Increased hit stun from 17 to 18
* Hit Advantage:
* Link: [+1, +5] => [+2, +6]
* DTC -> Attack: +3 => +4
* DTC -> Forward Dash: -5 => -4
* CH Advantage:
* Link: [+4, +8] => [+5, +9]
* DTC -> Attack: +6 => +7
* DTC -> Forward Dash: -2 => -1
* Pin Wheel
* Normal Versions
* Increased recovery from 8 to 10 frames
* EX Version
* Now super cancellable
* Decreased startup x velocity from 0.35 to 0.2
* Extended hit box right from 2.0 to 2.5
* Retracted hit box left from 0.25 to 0.75
* Pin Wheel -> Dive
* Both Versions
* Retracted hit box left from 0.5 to 1.5
* Notes:
* Crosses up slightly less, but still quite easily
* EX Version
* Increased x velocity from 0.675 to 0.8
* Run -> Mid Strike
* Normal Version
* Increased followthrough state frames from 13 to 14
* Increased hit stun from 23 to 24
* Hit Advantage:
* Link: [+3, +5] (unchanged)
* DTC -> Attack: +9 => +10
* DTC -> Forward Dash: +1 => +2
* CH Advantage:
* Link: [+7 +9] (unchanged)
* DTC -> Attack: +13 => +14
* DTC -> Forward Dash: +5 => +6
* Block Advantage:
* Link: [-10, -8] => [-11, -9]
* DTC -> Attack: -4 (unchanged)
* DTC -> Forward Dash: -12 (unchanged)
* EX Versions
* Decreased wall bounce x velocity from 0.4 to 0.3
* TYara
* Moves
* Shield Charge
* L / M / H
* Pre-Hold Startup
* Removed armor from pre-hold frames
* Post-Hold All Versions
* Decreased armor from unlimited to 1
* Post-Hold Charged Version
* No longer unblockable
* Push Back
* Increased stun frame scale from 1.25 to 1.5
* Battle Camera
* Old
* Removed
* Main
* Main Object (Eye)
* Increased Y Position from 4.2 to 4.3
* Increased Scale Y Position from 7.0 to 7.5
* Now goes slightly higher than the target position when at max height
* Target Object (Look Position)
* Increased Y Position from 6.1 to 6.2
* Collision Box Controller
* Decreased crossup translation scale reduction from 0.5 to 0.25
* Decreased crossup airborne translation scale from 0.5 to 0.25
* These affect how much players are pushed out when one is crossing the other up
* Input
* Sequences
* QCFx2 / QCBx2
* Changed input:
* Old: Down -> DownForward -> AnyForward (!AnyDown) -> AnyDown (!AnyForward) -> AnyForward (previous !AnyForward)
* New: AnyDown -> AnyForward (previous !AnyForward, !DownForward) -> AnyDown (previous !AnyDown) -> AnyForward (previous !AnyForward)
* Hit Stop (Normal / Parried)
* Light: 8/16 => 7/15
* Light_Beefy: 10/18 => 9/17
* Light_Airborne: 12/20 => 11/19
* Medium_Cancellabe: 14/20 => 13/20
* Medium_NonCancellable: 14/20 => 13/20
* Medium_Beefy: 16/20 => 15/20
* Medium_Airborne: 14/20 => 13/20
* Heavy_Cancellable: 14/20 => 13/20
* Heavy_NonCancellable: 14/20 => 13/20
* Heavy_Beefy: 16/20 => 15/20
* Heavy_Airborne: 14/20 => 13/20
* Special: 14/20 => 13/20
* Special_Airborne: 14/20 => 13/20
* Special_Beefy: 16/20 => 15/20
* Super: 16/20 => 15/20
* Roy_Gunshot: 12/20 => 10/18
* UI
* Training Mode
* Added hit vertical type / hit advantage flyup
* Must have "Attack Info" enabled
* Will probably expand on this more in the future
* Code
* Input Sequences
* For input nodes (each input in a sequence), added support for specifying a null input for the previous frame. This allows for setting an input that is invalid given a previous frame's input.
* IE, a valid input could be AnyForward, but can now require that the previous frame was not AnyForward
