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- 4xM Beta v1.2
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- Overview:
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- Beta v1.2 fixes issues that arose since the release of beta v1.1
- L-cancelling should feel closer to Melee's timing after removing a bug that did not accept an input on the start of the aerial attack landing animation
- Additionally, some new mechanics have been added:
- Player collision now functions to how it does in Melee where there is no collision between players when one is in the air
- V-cancelling, a technique derived from Melee, has been implemented (More info here https://www.ssbwiki.com/V-cancelling)
- For hitboxes with an SDI multiplier of 0, Directional Influence has been disabled. This has been done to make certain attacks and final smashes link together properly
- To prevent accidental air dodges when attempting to L-cancel, air dodging has been disabled during aerial attack animations
- Also, similar to Melee, being damaged while on the ground now always uses the grounded damage animation at low knockback (purely a visual change, does not affect landing action)
- Lastly, some balance adjustments have been made to some characters
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- Legend:
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- # Bug fix
- + Character Buff
- - Character Nerf
- > Addition/Misc.
- (g) hitbox property affects grounded opponents only
- (a) hitbox property affects airborne opponents only
- Angle 361 = 0 at low knockback, 44(g)/45(a) at higher knockback
- SDI = Smash Directional Influence - Ability to shift character position in hitlag
- DI = Directional Influence - Ability to alter launch angle
- JCG = Jump cancelled grab
- FAF = First actionable frame
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- General:
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- > Added Melee-style Knockback stacking
- > Added V-cancel
- > Disabled player collision while airborne
- > Grab breaks have more horizontal velocity
- > Disabled DI when hitbox SDI multiplier = 0
- > Disabled air dodge during aerial attack animations
- > Being damaged from Ground > Air now uses grounded damage animation
- # Removed dead frame on L-cancel. Can now read L-cancel input on first frame of landing
- # Fixed Rapid Jabs being too difficult to perform
- # Fixed Jab buffer being too lenient when using 3 frame buffer
- # Reduced loading time of Stage Select screen
- # Fixed characters being unable to move if using charge cancel while holding an item
- # Removed input code to spawn items
- # Fixed red metal models of new alt. costumes
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- Classic Mode:
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- > Now has stale move negation
- # Fixed SDI multiplier of Lethinium's beam being too high (10 > 0.33)
- # Master Giant vortex attack windbox no longer prevents capture from occuring
- > Master Beast reduced KBG of some attacks
- > Master Edges multi-slash uppercut SDI 0.5 > 0
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- All Star Mode:
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- > Now has stale move negation
- > Player damage output decreased
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- Stages:
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- Melee Final Destination:
- # Fixed stage model not properly animating on certain Master Core attacks
- Melee Pokemon Stadium:
- # Fixed being able to clip through the right side floor
- Melee Battlefield:
- # Fixed being able to clip through the right side ledge
- Wuhu Island Omega:
- > Adjusted side platform heights
- Suzaku Castle:
- > Added song: Makoto's theme [Street Fighter III: 3rd Strike]
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- Characters:
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- Bowser:
- + Ledge jump transition frame 13 > 4
- Bowser Jr.:
- + Ledge jump FAF 67 > 40
- Captain Falcon:
- > Removed Pizza Planet logo from slot 10 alt. costume
- Charizard:
- # Fixed JCG not retaining horizontal momentum
- + Down throw total damage 6% > 8%
- + Ledge jump FAF 50 > 34
- Cloud:
- > Uair angle 85/82 > 82
- Corrin:
- + Side B sweetspot BKB 0 > 30
- + Sourspot BKB 0 > 25
- Dark Pit:
- + Neutral B FAF 45 > 36
- + Base Arrow damage 4.2% > 6.4%
- + Max damage 10.95% > 14.8%
- + Arrows have more controllability
- Donkey Kong:
- + Ftilt FAF 37 > 34
- > Dash attack animation reverted to Smash 4
- Dr. Mario:
- + Neutral B damage 7% > 8%
- DuckHunt:
- + Ledge jump FAF 67 > 37
- Falco:
- # Can now use Side B again after ledge cancelling
- > Down B multishine timing adjusted
- # Down B fixed being able to jump cancel with tap jump regardless of tap jump being disabled
- Fox:
- # Can now use Side B again after ledge cancelling
- # Up B ground bounce fixed missing vertical momentum
- > Down B multishine timing adjusted
- Greninja:
- + Dair now retains air jump on-hit
- Kirby:
- > Now has charge cancel for all neutral specials that are able to do so
- # Fixed fire GFX not properly deleting on certain action changes
- # Fixed JCG not retaining horizontal momentum
- # Fixed not being able to use Ryu's special Hadouken inputs
- Lucario:
- + Front and back roll intangibility frames 4-12 > 4-19
- - FAF 30 > 31
- + Spotdodge FAF 26 > 24
- + Dtilt BKB 30 > 35
- + Fsmash active frames 22-25 > 20-23
- + FAF 51 > 49
- + Usmash FAF 52 > 45
- + Dsmash active frames 19-21 > 17-19
- + Nair damage 9% > 12%
- - No longer hits twice
- + Sourspot damage 6% > 9%
- + Bair active frames 16-21 > 15-20
- > Bair is now reversible
- + Uair sourspot damage 7% > 8%
- + Dair first hit damage 5% > 6%
- + Second hit BKB 35 > 50
- > KBG 100 > 95
- > Angle 60 > 65
- + Regains air mobility slightly earlier
- > Neutral B now uses charge cancel animation
- + FAF 41 > 38
- + Up B startup frames 30 > 21
- + No longer goes helpless on-hit
- + Crashing into wall grabs the ledge sooner
- # Fixed not being able to grab right-facing ledges
- Luigi:
- # Fixed hat animation glitching after certain animations
- Marth:
- # Fixed Side B not returning aerial momentum after landing in certain actions
- Mewtwo:
- > Added random voice clips to smash attacks
- > Air dodging now hides player tag
- + Front and Back rolls travel more distance
- - Front and Back roll FAF 30 > 36
- + Intangibility frames 4-13 > 4-20
- + Rapid jab finisher BKB 30 > 40
- > Added subtle screenshake to Fsmash and Dsmash
- > Fair added a new voice clip
- + Fthrow shadow balls link together properly
- > Neutral B now uses a charge cancel animation
- # Up B fixed teleport improperly cancelling when traveling straight up along a wall
- + Ledge jump FAF 56 > 38
- Mii Brawler:
- + Dair BKB 30(g)/0(a) > 30
- + Side B1 no longer goes helpless on-hit
- + Up B1 travels more vertical distance
- + Startup frames 16 > 12
- + Horizontal controllability increased
- + Landing lag 52 > 44
- + Up B3 travels more vertical distance
- + Landing lag 30 > 25
- Mr. Game & Watch:
- # Fixed vertical momentum bug with Down B
- Ness:
- + Dtilt range increased
- + Fair range slightly increased
- + Side B PK fire traps opponents more effectively
- Palutena:
- > Ftilt rehit properties altered
- # Up B fixed warp improperly cancelling when traveling straight up along a wall
- + Now autocancels when landing in SpecialFall
- - Landing lag 22 > 24
- + Ledge jump FAF 65 > 36
- Peach:
- + Can now perform double jump cancelled aerials
- Pikachu:
- > Nair sourspot angle 45 > 361
- R.O.B.:
- > Down B now uses a charge cancel animation
- + Super Diffusion Beam SDI 0.5 > 0.15
- > Final hit angle 45 > 40
- Robin:
- # Fixed aerial Neutral B charge not properly charge cancelling
- Ryu:
- + Jump height slightly increased
- > Ground friction 0.09 > 0.075
- + Jab2 can now be cancelled into special moves on-hit
- + Jab3 added extra hitbox covering arm
- > Standing Heavy Kick now uses the Axe Kick animation when close enough to an opponent
- + Axe Kick shield damage 0 > 8
- + Axe Kick can be cancelled into special moves on-hit
- + Dash attack hitbox size increased
- > Crouching Medium Kick KBG 23 > 30
- + Dair landing lag 22 > 20
- > Side B Light True Tatsumaki uses a separate voice clip to distinguish from Medium and Heavy variants
- # Fixed Light special move variants not using light hitboxes
- Samus:
- + Spotdodge FAF 27 > 23
- - Intangibility frames 3-18 > 2-15
- + Uair multi-hit SDI 0.5 > 0
- + Dtilt FAF 42 > 40
- + Up B Screw Attack multi-hit SDI 1 > 0
- Yoshi:
- # Fixed being able to fastfall during startup of air jump animation
- Zelda:
- # Up B fixed teleport improperly cancelling when traveling straight up along a wall
- + Ledge jump FAF 42 > 29
- Zero Suit Samus:
- + Jab1 links into Jab2 better
- + Fair autocancel frame 38 > 36
- > Uair second hit angle 60 > 64
- + Dair sweetspot BKB 35 > 40
- + Damage 15.5% > 16.5%
- # Fixed crash when using Side B2
- + Down B earliest frame to use footstool attack 17 > 16
- + Can now use Down B again after successful footstool attack (cannot be in footstool jump animation)
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