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4XM Beta v1.3 Changelog

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Jun 4th, 2018
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  1. -------------
  2. 4xM Beta v1.3
  3. -------------
  4.  
  5. ---------
  6. Overview:
  7. ---------
  8.  
  9. This updated adds Ledge Hogging, a staple Smash mechanic which allows a fighter to prevent a foe from grabbing
  10. the ledge by holding the ledge themselves.
  11.  
  12. Another new mechanic is Shield DI, a Melee mechanic which allows ASDI while blocking an attack.
  13.  
  14. The timing for wavedashing has been slightly overhauled. In general, it has been made 1 frame harder to feel
  15. closer to Melee's timing, so you need to be more precise when timing the input. However, if your character
  16. has jumpsquat frames of 6 or greater, then you can interrupt jumpsquat with wavedash 1 frame earlier than
  17. usual. The formula is as follows:
  18. If Jumpsquat frames > 5, then first frame to wavedash = Jumpsquat frames - 1
  19. I.e. Ganondorf has 6 frames jumpsquat, but he can now wavedash on frame 5 of jumpsquat.
  20. Overall this change will be most felt when playing on a 0 frame buffer. 3 frame buffer users will probably not notice much difference
  21.  
  22. Color overlays have been added to training mode, giving a sense on when your fighter can move again after performing an action.
  23. Green: Actionable
  24. Teal: Actionable (Cannot air dodge or grab ledge[Aerial Attacks only])
  25. Blue: Can use next Jab
  26. Purple: In hitstun
  27. Pink: In hitstun (can meteor cancel)
  28. Red: Missed L-cancel
  29. If you see no Green/Teal overlay in between two attacks, your attack input was frame-perfect.
  30.  
  31. Tethers jump have been fixed to only occur if the ledge is already occupied.
  32.  
  33. Lastly, character positions during air dodges have been adjusted slightly, so wavelanding onto platforms should
  34. feel a little smoother, but not exactly like Melee due to the lack of research on character landing
  35. detection (research on ECBs, rather, which will be focused on for the next update, Beta v1.4).
  36. -------
  37. Legend:
  38. -------
  39.  
  40. # Bug fix
  41. + Character Buff
  42. - Character Nerf
  43. > Addition/Misc.
  44. (g) hitbox property affects grounded opponents only
  45. (a) hitbox property affects airborne opponents only
  46. Angle 361 = 0 at low knockback, 44(g)/45(a) at higher knockback
  47. SDI = Smash Directional Influence - Ability to shift character position in hitlag
  48. ASDI = Automatic SDI - Ability to shifts character position after the last frame of hitlag (ASDI distance = 1/2 SDI distance)
  49. DI = Directional Influence - Ability to alter launch angle
  50. JCG = Jump cancelled grab
  51. FAF = First actionable frame
  52. * = Weight-based Throw FAF is calculated based on weight value of 100
  53. (Old) -> (New)
  54.  
  55. --------
  56. General:
  57. --------
  58.  
  59. > Added Ledge Hogging
  60. > Reverted most vertical ledgegrab collisions to compensate
  61. > Added Shield DI
  62. > Added Taunt Cancel
  63. > Added the ability to grab/catch items during an air dodge (press Attack [A] or Grab [Z] input)
  64. > There is a brief lockout period to prevent mashing the buttons to catch items, so time your input well
  65. > Added new functions for tether recoveries
  66. > Press Attack (A) or Special (B) to reel into the ledge and grab it
  67. > Press Jump (X/Y) to reel into the ledge and Tether Jump
  68. > Tether Jumps will always occur if the ledge is occupied, regardless of button input
  69. > CSS and SSS increased cursor speed
  70. > Updated background for CSS and SSS
  71. > Added color overlays to display actions in Training Mode (see Training_Mode.txt)
  72. > Pushback on rapid jabs no longer occur
  73. > Attacker shield pushback slightly increased
  74. > Removed 1 frame leniency on wavedash for characters with jumpsquat frames less than 6
  75. > Adjusted character positions on air dodge, making wavelands slightly smoother
  76. > Global drop shield FAF 16 > 15
  77. > Added a 10-frame buffer to use getup attacks
  78. > Getting hit by Bury element no longer causes jab reset while in prone
  79. > Rapid Jab multihits link together more reliably
  80. > Screen KOs can now occur in Training Mode
  81. > Screen KOs now have voice SFX
  82. > Growing/Shrinking animation from Mushrooms can be interrupted sooner
  83. > Enabled fastfalling for item shoot actions
  84. # Going from air dodge -> SpecialFall -> Landing now has normal air dodge landing lag
  85. # Fixed not being able to meteor cancel after bouncing off a wall
  86. # Fixed tether jumps always occurring too early
  87. # Fixed some characters' JCGs not retaining enough horizontal momentum
  88. # Fixed forward momentum being cancelled when performing an Up Smash in the initial dash animation
  89.  
  90. -------
  91. Stages:
  92. -------
  93.  
  94. > Added Snag the Trophies stage [Replaces default Wii Fit Studio]
  95. > Melee Battlefield moved to Omega Final Destination
  96. > Updated background
  97. > Melee Pokemon Stadium updated background visuals
  98. > Removed "Gyromite" stage
  99. > Suzaku Castle added new song, Akuma's theme (SF3: Thrid Strike)
  100.  
  101. -----------
  102. Characters:
  103. -----------
  104.  
  105. Overall characters have received mostly buffs.
  106. A few slower characters have had their run speeds slightly increased.
  107. Donkey Kong's Cargo Carry can now hold the opponent indefinitely similar to Melee (as long as they don't mash the buttons).
  108. Dr. Mario's internal stat multiplier from Sm4sh has been removed, meaning his stats are now more accurate to Melee.
  109. Ryu has received two very notable changes:
  110. 1.) Hadouken and Shakunetsu Hadouken are now transcendent projectiles, meaning they cannot collide with other hitboxes
  111. under any circumstance. This change increases his zoning potential, but remember that the opponent can choose to jump
  112. over the projectile and force Ryu to wait for it to despawn before throwing another one.
  113. 2.) The dash -> turnaround animation length has been decreased, giving Ryu a reliable dash dance. This however
  114. makes it slightly more difficult to perform Shakunetsu Hadouken without running off the edge behind Ryu. Remember that
  115. the Shakunetsu input does NOT require a full back dash input;
  116. Inputting down-back, down, down-forward, forward + A(or B) will give you the Shakunetsu input without having to do a back dash.
  117. Lastly, specials for Villager, ZSS, Zelda, WFT, and other characters have received improvements and/or new functionalities.
  118.  
  119. Bowser:
  120.  
  121. + Initial dash speed 1 -> 1.17
  122. + Max run speed 1.5 -> 1.646
  123. + Nair landing lag 20 -> 18
  124. + Bair landing lag 40 -> 38
  125.  
  126. Bowser Jr.:
  127.  
  128. > Weight 109 -> 110
  129. + Clown Car hurtbox damage multiplier 0.88 -> 0.85
  130. + Max run speed 1.424 -> 1.566
  131. + Nair landing lag 18 -> 16
  132. + Dair landing lag 30 -> 28
  133. + Side B now preserves air jump when jumping from the ground
  134. + Spin attack FAF 59 -> 50
  135. + Up B startup frames 16 -> 11
  136. > Initial Clown Car hit angle 80 -> 90
  137. + Detonation timer 40 -> 30 frames
  138.  
  139. Captain Falcon:
  140.  
  141. # Up B fixed reverse momentum issue
  142.  
  143. Charizard:
  144.  
  145. + Air jumps give slightly more vertical height
  146.  
  147. Corrin:
  148.  
  149. + Side B Pinned jump FAF 44 -> 18
  150.  
  151. Diddy Kong:
  152.  
  153. > Uair angle 60 -> 64
  154. + Up B distance slightly increased
  155.  
  156. Donkey Kong:
  157.  
  158. + Cargo carry no longer auto-reduces grab time per-frame
  159.  
  160. Dr. Mario:
  161.  
  162. > Stats now accurately match Melee Dr. Mario (removed internal stats multiplier)
  163.  
  164. Falco:
  165.  
  166. # Side B fixed improper landing detection
  167. # Down B now preserves ground momentum
  168.  
  169. Fox:
  170.  
  171. # Side B fixed improper landing detection
  172. # Down B now preserves ground momentum
  173.  
  174. Kirby:
  175.  
  176. + Grounded jump conserves slightly more horizontal momentum
  177.  
  178. Link:
  179.  
  180. + Max run speed 1.3 -> 1.3944
  181.  
  182. Little Mac:
  183.  
  184. + Air speed 1.08 -> 1.1
  185. + Ftilt first hit links into second hit better
  186. > Utilt angle 88 -> 92
  187. + Grace period to lose KO punch frames 240 -> 360
  188. + KO punch amount gained per damage dealt 0.775 -> 0.8
  189. + KO punch super armor active frames 8-9 -> 4-9 (ground only)
  190.  
  191. Lucas:
  192.  
  193. + Max walk speed 0.85 -> 0.102
  194. + Initial dash speed 1.48 -> 1.55
  195. + Max run speed 1.58 -> 1.659
  196. + Grounded jump conserves slightly more horizontal momentum
  197. + Utilt, Dsmash, Nair, and Dair now have the electric element
  198. + Up B travels slightly more distance
  199. + Down B can now be jump cancelled
  200. - KBG 80 -> 70
  201.  
  202. Lucina:
  203.  
  204. # Fixed horizontal momentum on grounded moves
  205. + Dash attack FAF 44 -> 40
  206. + Bair animation updated (reverses more effectively)
  207. + Dair meteor hit BKB 10 -> 30
  208. + FAF 58 -> 50
  209.  
  210. Mario:
  211.  
  212. + Down B has more controllability
  213.  
  214. Marth:
  215.  
  216. # Fixed horizontal momentum on grounded moves
  217. + Dash attack FAF 45 -> 40
  218. + Bair animation updated (reverses more effectively)
  219. > Side B has new animations for S3Hi, S3Lw, and S4Hi
  220.  
  221. Mega Man:
  222.  
  223. + Max run speed 1.3 -> 1.456
  224.  
  225. Meta Knight:
  226.  
  227. + Side B multihits link together better
  228. > Ground and Aerial Up B now have matching hitboxes
  229. + Up B sourspot links into second hit better
  230.  
  231. Mewtwo:
  232.  
  233. # Fixed horizontal momentum on grounded moves
  234. - Nair landing lag 18 -> 19
  235. + Dair landing lag 28 -> 26
  236.  
  237. Mii Brawler:
  238.  
  239. # Fixed horizontal momentum on grounded moves
  240. + Shield position adjusted, can be angled more effectively
  241. + Wall Jump height slightly increased
  242. > Usmash animation updated
  243. > Uair angle 55 -> 58
  244. # Bthrow animation speed adjusted to prevent hitbox from missing
  245. + Neutral B2 Ultimate Uppercut Max charge landing lag 30 > 20
  246. + No longer goes helpless on-hit
  247. + Aerial damage now matches grounded damage (knockback is still less than grounded)
  248.  
  249. Mii Gunner:
  250.  
  251. + Shield position adjusted, can be angled more effectively
  252. + Nair FAF 40 -> 39
  253. + Fair FAF 39 -> 38
  254. + Uair total damage 12% -> 13%
  255. + *Bthrow FAF 49 -> 48
  256. + Neutral B2 Laser Blaze speed slightly increased
  257. + Fire rate slightly increased
  258. + Can now fastfall while shooting
  259. + Up B3 Arm Rocket no longer goes helpless
  260.  
  261. Mii Swordsman:
  262.  
  263. - Neutral B2 Light Shuriken first active frame 9 -> 10
  264. > Damage 3/5/9/12% -> 4/6.5/9/11%
  265. + BKB 0 -> 10/12/15/20
  266. > KBG 110/100/80/75 -> 100/93/88/85
  267.  
  268. Mr. Game & Watch:
  269.  
  270. + Jab 1 FKB 5/10/20 -> 20
  271.  
  272. Ness:
  273.  
  274. + Grounded jump conserves slightly more horizontal momentum
  275. + Ftilt FAF 33 -> 32
  276. + Range increased
  277. + Fair range slightly increased
  278. + Bair sweetspot range slightly increased
  279. > Grab pummel timing altered
  280. + Down B can now be jump cancelled while airborne
  281.  
  282. Olimar:
  283.  
  284. + Hurtbox size slightly decreased
  285. > Slightly shifted hurtbox downwards
  286. + Initial dash speed 1.4 -> 1.6
  287. + Max run speed 1.47 -> 1.5
  288. + Utilt final hit KBG 121 -> 140
  289. + Fsmash FAF 39 -> 37
  290. + Bair FAF 40 -> 38
  291. + Dair FAF 43 -> 42
  292. + Bthrow FAF 40 -> 35
  293. + KBG Blue 60 -> 64
  294. + All other colors KBG 60 -> 74
  295. > Uthrow KBG Blue 58 -> 65
  296. > All other colors KBG 65 -> 82
  297.  
  298. Pacman:
  299.  
  300. + Dash attack first and second hit angle 12 -> 0
  301. + Uair active frames 8-15 -> 6-13
  302. + Autocancel frame 24 -> 22
  303. > Animation no longer vertically displaces Pacman
  304.  
  305. Palutena:
  306.  
  307. + Down B counter now heals Palutena by half of the damage she returns
  308. - Counter damage multiplier 2 -> 1.8
  309. > FKB 140 -> BKB 130, KBG 12
  310. > Angle 60 -> 56
  311.  
  312. Pikachu:
  313.  
  314. - Up B landing lag 18 -> 20
  315.  
  316. Robin:
  317.  
  318. + Dash attack BKB 30 -> 35
  319. + Uair Bronze Sword damage 8% -> 9%
  320. + Levin Sword damage 13% -> 14%
  321. + Dair Levin Sword meteor hit damage 15% -> 16%
  322. + Up B first Elwind no longer triggers a helpless state
  323. + Elwind aerial meteor hit damage 10% -> 12%
  324. + BKB 0 -> 40
  325.  
  326. Roy:
  327.  
  328. + Air speed 1 -> 1.1
  329. # Fixed horizontal momentum on grounded moves
  330. + Bair animation updated (reverses more effectively)
  331. + Dair FAF 61 -> 55
  332. > Side B has new animations for S3Hi, S3Lw, and S4Hi
  333.  
  334. Ryu:
  335.  
  336. > Added SFV JP voice SFX to costume slots 2, 4, 6, and 8
  337. > Added unique shield break stun SFX
  338. + Grounded jump conserves slightly more horizontal momentum
  339. + Turn around animation length 5 -> 2 frames, making dash dance more practical
  340. + Drop Shield FAF 15 -> 14
  341. + Ryu takes slightly less powershield pushback
  342. + Axe Kick trigger hitbox increased vertical reach
  343. + Trigger hitbox can now detect intangible opponents
  344. + Strong Utilt SDI 1 -> 0.33
  345. - KBG 100 -> 95
  346. + Strong Dtilt SDI 1 -> 0.33
  347. + Usmash FAF 45 -> 44
  348. + Sourspot active frames 11-12 -> 11-14
  349. + Can now be cancelled into special moves on-hit
  350. + Dsmash damage 17/15.5/14% -> 18/16/14.5%
  351. + FAF 42 -> 37
  352. + Neutral B Hadouken no longer clangs with other hitboxes
  353. + Side B grounded endlag 23 -> 19
  354. # Special move cancels now properly buffer through hitlag
  355. # Fixed Down B armor negating all damage (no damage taken -> 1/2 of damage taken)
  356.  
  357. Sheik:
  358.  
  359. > Added Melee Sheik costumes to extra slots
  360. > Idle animation updated
  361. + Up B now has air mobility on startup
  362.  
  363. Sonic:
  364.  
  365. > Added Brawl voice SFX to costume slots 2, 4, 6, and 8
  366. + Dair landing lag 34 -> 30
  367.  
  368. Wario:
  369.  
  370. + Dtilt added hitboxes to cover arm
  371. + Active frames 5 -> 5-6
  372. + BKB 6 -> 9
  373. + SDI 1 -> 0.3
  374.  
  375. Wii Fit Trainer:
  376.  
  377. + Side B cancel no longer triggers a helpless state
  378.  
  379. Villager:
  380.  
  381. + Fair and Bair early hits no longer clangs with other hitboxes
  382. + Down B seed plant FAF 43 -> 36
  383. + Down B Axe attack BKB 20 -> 32
  384. - KBG 109 -> 100
  385. - Shield damage 30 -> 20
  386. + FAF 48 -> 43
  387. + Axe tree hit FAF 35 -> 30
  388.  
  389. Zelda:
  390.  
  391. + Uair landing lag 25 -> 23
  392. + autocancel frame 42 -> 40
  393. + Down B can now be shield cancelled while charging on the ground
  394.  
  395. Zero Suit Samus:
  396.  
  397. + Neutral B gains air mobility sooner
  398. + Can now be fastfalled
  399. + Uncharged paralyzer angle 361 -> 0
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