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v0.47.2‐pre‐release
Askew edited this page Oct 24, 2024
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4 revisions
- Updated the v0.47.0-pre-release page with images and videos of new moves, meters, and stages
- Updated tips to reflect all of the new changes listed in this release (read the tips!)
- Fire, electric, purple, and aura damage vfx now end once hitstun is over
- Decreased the size of the grounded spike "crown" vfx to match other instances of the effect
- Decreased the size and opacity of smoke effects that were previously unaffected by global changes
- Further adjusted ledgegrab animation timings
- Disabled the ability to swap CSS ports in Local Wireless
- Unfortunately, the difference in how controller IDs are handled online makes the feature impossible to track between clients
- Fixed a bug where it was still possible to perform port swapping-related behavior in the Training Mode CSS
- Fixed a bug where disconnecting a controller could desync the port data, leading to issues with port swapping
- Fixed an issue where double jump could be lost when transitioning out of tumble in certain situations
- Fixed a bug where Pokemon Stadium 3 had hazards on when playing via Local Wireless
- Fixed more visual bugs with a couple run/runturn transitions
Character changes use the following notation:
! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# Note
Link
Hit 1
- [-] Damage (arm): 14.0% -> 13.0%
Hit 2
+ [+] Damage (arm/blade): 12.0/14.0% -> 13.0/16.0%
~ [/] BKB: 30 -> 20
~ [/] KBG: 95 -> 90
+ [+] FAF: 50 -> 46
Kirby
Rest (Jigglypuff)
~ [$] Added critical hit effects
Thoron (Robin)
~ (*) Fixed the move not stalling when used in the air
Zelda
~ [$] Adjusted vfx
~ [$] Adjusted vfx
~ [/] Releasing the Phantom now requires a down special input across all situations
~ (*) Adjusted max charge windbox properties
~ (*) Fixed a bug where attack inputs would sometimes buffer the Phantom release
Falco
~ [$] Adjusted animation posing (the original image in the v0.47.0-pre-release changelog has been updated to reflect this)
Ganondorf
Hit 1
+ [+] SDI Multiplier: 1.0x -> 0.0x
# Can no longer be amsah teched
Hit 2
+ [+] KBG: 90 -> 99
Mewtwo
! [R] BKB: 0 -> 20
! [R] FKB: 35 -> 0
! [R] KBG: 100 -> 27
- [-] FAF: 16 -> 18
~ [$] Fixed vfx being misplaced on angled variants
~ (*) Adjusted momentum on reappearance
Meta Knight
- [-] Reduced air jump heights
Old | New |
---|---|
2.5 | 2.5 |
2.45 | 2.25 |
2.4 | 2.03 |
2.35 | 1.82 |
- [-] Hitbox Duration: F3-4 -> F5-6
~ [=] Hit 2 Transition Frame: F11-26 -> F13-28
- [-] FAF: 28 -> 30
Multihits
! [R] Angle: 366 -> 95/100
! [R] BKB: 40 -> 0
! [R] FKB: 0 -> 60
! [R] KBG: 0 -> 100
Launcher
+ [+] KBG: 120 -> 125
Olimar
+ [+] Hitboxes made transcendent during the initial portion of the attack
+ [+] Hitbox Duration (early/mid): F11-12/F13-18 -> F11-13/F14-18
+ [+] Hitboxes made transcendent during the initial portion of the attack
- [-] Hitbox Duration (early/mid): F12-15/F16-21 -> F12-14/F15-21
+ [+] Hitboxes made transcendent during the initial portion of the attack
+ [+] Improved the ability to grab ledge during the end animation
+ [+] Release Frame: F18 -> F14
- [-] Damage (non-blue/blue): 7.0/14.28% -> 6.0/13.0%
~ [/] Angle: 361 -> 45
+ [+] BKB: 65 -> 75
+ [+] KBG: 60 -> 68
+ [+] FAF: 36 -> 35
- [-] Damage (non-blue/blue): 9.0/18.36% -> 5.0/11.0%
+ [+] Angle: 45 -> 74
~ [/] BKB: 50 -> 84
~ [/] KBG: 60 -> 49
- [-] Damage (blue): 15.0% -> 12.0%
- [-] Angle: 85 -> 82
~ [/] BKB: 81 -> 90
~ [/] KBG: 80 -> 65
- [-] FAF: 47 -> 54
- [-] Damage (non-blue/blue): 7.0/14.28% -> 5.0/11.0%
+ [+] Angle: 70 -> 74
~ [/] BKB: 60 -> 84
~ [/] KBG: 60 -> 49
- [-] FAF: 42 -> 50
Lucario
Aura Multipliers
+ [+] Minimum Damage Multiplier: 0.95x -> 0.96x
- [-] Maximum Damage Multiplier: 1.1x -> 1.08x
+ [+] Burnout Damage Multiplier: 0.9x -> 0.92x
Meter
+ [+] Blocked attack meter drain: 2.0x -> 0.2x
- [-] Parried attack meter gain: 2.0x -> 0.2x
~ [/] Hitbox Size (knee): 3.5u -> 3.0u
Hit 2
- [-] Angle: 42 -> 45
~ [/] BKB: 30 -> 29
+ [+] KBG: 130 -> 140
~ [/] Hitbox Size (knee): 3.5u -> 3.0u
~ [/] Hitbox Size (knee): 3.5u -> 3.0u
+ [+] Hitbox Duration: F7-F11 -> F5-F10
Hit 1
- [-] Damage: 5.6% -> 4.0%
Hit 2
+ [+] Damage: 8.1% -> 9.0%
- [-] BKB: 70 -> 62
# Less knockback until ~100%, but kills near the same percent
~ [/] Hitbox Size (knee): 3.5u -> 3.0u
Early
- [-] Damage (arm/blast): 13.5/14.6% -> 13.0/14.5%
~ [/] KBG (arm): 100 -> 104
~ [/] BKB (arm): 30 -> 24
Late
- [-] Damage: 10.1% -> 10.0%
Hip/Knee
~ [/] Angle: 100 -> 98
~ [/] Hitbox Size (knee): 3.5u -> 3.0u
Foot
+ [+] Damage: 12.0% -> 13.0%
~ [/] Angle: 95 -> 94
- [-] BKB: 40 -> 30
# Less knockback until ~100%, but kills near the same percent
! (!) The Aura Bomb (powered version) can now be used without fully charging it first
! (!) Can no longer shoot an aura sphere when one already exists
! (!) Rewrote sphere size scaling formula
# The projectile is bigger at min charge and smaller at max charge, but Aura Bomb size is similar to before
~ [/] Reduced random sway of the projectile at max charge
~ (*) Fixed a bug that prevented buffered Aura Bombs from using the charge hitbox during startup
~ (*) Fixed a bug that prevented buffered Aura Bombs from reaching their max size
+ [+] Charging meter cost: 0.15 per frame (13.5 total) -> 0.09 per frame (8.1 total)
Grab
~ (*) Fixed a bug that caused the powered version check to run on F7 instead of F8
Throw
~ [/] Gravity start frame: F55 -> F44
! (!) Added an arrow guide to visualize the direction and duration
! (!) Removed the ability to bounce off of walls
! (!) Added special kinetic properties when canceling into an aerial attack
! (!) Completely rewrote physics for the travel and end portions
# Similar travel distance in less time, with more horizontal friction and less gravity but a stricter cap on end speed
# Should help it feel a bit more consistent in combos and recovery, although slightly nerfing horizontal recovery
~ (*) Fixed a bug where the grounded version had differing framedata
~ (*) Fixed a bug where the aerial cancel would sometimes cost no meter
+ [+] Charge Duration (max): 45F -> 44F
+ [+] Meter Cost: 13.5 (max) 8.1 (min) -> 8.1 (max) 4.9 (min)
~ [/] Hitlag Multiplier (launcher): 1.1x -> 1.5x
~ (*) Fixed a bug which could cause accidental cancels into side special
~ [/] Cancel window: F4-18 -> F9-21
R.O.B.
~ [R] No longer considers second-to-last status in kinetics calculations
# May help with preventing unexpected gravity when using the move out of damage statuses
~ (*) Speed now properly caps at 3.75 in all situations
# Certain scenarios with repeated uses would result in R.O.B. launching much faster than intended
~ [$] Adjusted rotation visuals
+ [+] Motion rate (air): 0.35 -> 0.34 (FAF 30)
+ [+] Motion rate (ground): 0.25 -> 0.17 (FAF 17)
# Restores the ~50% FAF decrease on the grounded version from previous beta
+ [+] Minimum launch speed: 1.5 -> 1.65
Mii Swordfighter
! [R] Removed landing hitbox
Multihits
- [-] Hits one less time (5 > 4)
+ [+] Hitbox Duration: F14-33 -> F12-26
>>> Ground
! [R] BKB: 0 -> 33
! [R] FKB: 22 -> 0
! [R] KBG: 100 -> 49
# *Frame Advantage (0/100%): +5/+11*
>>> Air
! [+] FKB: 30/12 -> 40
# *Frame Advantage: +5*
Launcher
~ [=] Hitbox Duration: F35-37 -> F28-30
~ [/] BKB: 23 -> 40
~ [/] KBG: 85 -> 120
+ [+] Hitbox Size: 3.0u -> 3.5u
+ [+] FAF: 55 -> 45
+ [+] Autocancel: F1-4/F40+ -> F1-4/F35+
Robin
~ (*) Fixed not being able to transition into the second cast by holding Special
Duck Hunt
~ (*) Fixed the reticle not disappearing if Duck Hunt was interrupted during startup
Corrin
+ [+] Moved arm hitbox inward 0.5u on all sword moves
~ [$] The "chain hit" when connecting with the middle of the blade now has fire effects
~ [/] Hitlag Multiplier (blade): 1.1x -> 1.15x
Tip
~ [/] BKB: 65 -> 45
~ [/] KBG: 75 -> 102
Early
~ [/] Angle (tip): 45 -> 50
~ [/] BKB: 47 -> 41
~ [/] KBG: 93/88 -> 101
Late
+ [+] BKB: 51 -> 31
~ [/] KBG: 88 -> 110
Tip
! [R] Angle: 50 -> 67
! [R] BKB: 57 -> 50
! [R] KBG: 75 -> 83
Arm/Blade
~ [/] BKB: 60 -> 46
~ [/] KBG: 70 -> 95
Tip
~ [/] BKB: 85 -> 46
~ [/] KBG: 80 -> 95
+ [+] Startup: F18 -> F15
+ [+] KBG (launcher): 170 -> 176
Inkling
~ (*) Hitbox Duration (hit 1): F7-10 -> F7-12
- [-] Travel Speed (air): 2.0 -> 1.7
Steve
! (!) Can now perform DACUS when using the iron-less variant
! (!) Will no longer automatically place a powered rail if Steve has gold
# Powered rails can still be manually placed with the Special button, including on startup
+ [+] Max Speed (un-powered/powered): 1.8/2.2 -> 2.0/2.5
# Overall aims to give a bit more practicality to dash attack and make it less out-shined by Ender Pearl
~ (*) Grabbed opponents no longer teleport along with Steve
~ (*) Can no longer teleport if Steve is in knockback
~ [$] Added vfx for when the pearl disappears during a blacklisted status