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  1. -------------
  2. 4xM Beta v1.2
  3. -------------
  4.  
  5. ---------
  6. Overview:
  7. ---------
  8.  
  9. Beta v1.2 fixes issues that arose since the release of beta v1.1
  10. 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
  11. Additionally, some new mechanics have been added:
  12. Player collision now functions to how it does in Melee where there is no collision between players when one is in the air
  13. V-cancelling, a technique derived from Melee, has been implemented (More info here https://www.ssbwiki.com/V-cancelling)
  14. 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
  15. To prevent accidental air dodges when attempting to L-cancel, air dodging has been disabled during aerial attack animations
  16.  
  17. 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)
  18. Lastly, some balance adjustments have been made to some characters
  19.  
  20. -------
  21. Legend:
  22. -------
  23.  
  24. # Bug fix
  25. + Character Buff
  26. - Character Nerf
  27. > Addition/Misc.
  28. (g) hitbox property affects grounded opponents only
  29. (a) hitbox property affects airborne opponents only
  30. Angle 361 = 0 at low knockback, 44(g)/45(a) at higher knockback
  31. SDI = Smash Directional Influence - Ability to shift character position in hitlag
  32. DI = Directional Influence - Ability to alter launch angle
  33. JCG = Jump cancelled grab
  34. FAF = First actionable frame
  35.  
  36. --------
  37. General:
  38. --------
  39.  
  40. > Added Melee-style Knockback stacking
  41. > Added V-cancel
  42. > Disabled player collision while airborne
  43. > Grab breaks have more horizontal velocity
  44. > Disabled DI when hitbox SDI multiplier = 0
  45. > Disabled air dodge during aerial attack animations
  46. > Being damaged from Ground > Air now uses grounded damage animation
  47. # Removed dead frame on L-cancel. Can now read L-cancel input on first frame of landing
  48. # Fixed Rapid Jabs being too difficult to perform
  49. # Fixed Jab buffer being too lenient when using 3 frame buffer
  50. # Reduced loading time of Stage Select screen
  51. # Fixed characters being unable to move if using charge cancel while holding an item
  52. # Removed input code to spawn items
  53. # Fixed red metal models of new alt. costumes
  54.  
  55. -------------
  56. Classic Mode:
  57. -------------
  58.  
  59. > Now has stale move negation
  60. # Fixed SDI multiplier of Lethinium's beam being too high (10 > 0.33)
  61. # Master Giant vortex attack windbox no longer prevents capture from occuring
  62. > Master Beast reduced KBG of some attacks
  63. > Master Edges multi-slash uppercut SDI 0.5 > 0
  64.  
  65. --------------
  66. All Star Mode:
  67. --------------
  68.  
  69. > Now has stale move negation
  70. > Player damage output decreased
  71.  
  72. -------
  73. Stages:
  74. -------
  75.  
  76. Melee Final Destination:
  77.  
  78. # Fixed stage model not properly animating on certain Master Core attacks
  79.  
  80. Melee Pokemon Stadium:
  81.  
  82. # Fixed being able to clip through the right side floor
  83.  
  84. Melee Battlefield:
  85.  
  86. # Fixed being able to clip through the right side ledge
  87.  
  88. Wuhu Island Omega:
  89.  
  90. > Adjusted side platform heights
  91.  
  92. Suzaku Castle:
  93.  
  94. > Added song: Makoto's theme [Street Fighter III: 3rd Strike]
  95.  
  96. -----------
  97. Characters:
  98. -----------
  99.  
  100. Bowser:
  101.  
  102. + Ledge jump transition frame 13 > 4
  103.  
  104. Bowser Jr.:
  105.  
  106. + Ledge jump FAF 67 > 40
  107.  
  108. Captain Falcon:
  109.  
  110. > Removed Pizza Planet logo from slot 10 alt. costume
  111.  
  112. Charizard:
  113.  
  114. # Fixed JCG not retaining horizontal momentum
  115. + Down throw total damage 6% > 8%
  116. + Ledge jump FAF 50 > 34
  117.  
  118. Cloud:
  119.  
  120. > Uair angle 85/82 > 82
  121.  
  122. Corrin:
  123.  
  124. + Side B sweetspot BKB 0 > 30
  125. + Sourspot BKB 0 > 25
  126.  
  127. Dark Pit:
  128.  
  129. + Neutral B FAF 45 > 36
  130. + Base Arrow damage 4.2% > 6.4%
  131. + Max damage 10.95% > 14.8%
  132. + Arrows have more controllability
  133.  
  134. Donkey Kong:
  135.  
  136. + Ftilt FAF 37 > 34
  137. > Dash attack animation reverted to Smash 4
  138.  
  139. Dr. Mario:
  140.  
  141. + Neutral B damage 7% > 8%
  142.  
  143. DuckHunt:
  144.  
  145. + Ledge jump FAF 67 > 37
  146.  
  147. Falco:
  148.  
  149. # Can now use Side B again after ledge cancelling
  150. > Down B multishine timing adjusted
  151. # Down B fixed being able to jump cancel with tap jump regardless of tap jump being disabled
  152.  
  153. Fox:
  154.  
  155. # Can now use Side B again after ledge cancelling
  156. # Up B ground bounce fixed missing vertical momentum
  157. > Down B multishine timing adjusted
  158.  
  159. Greninja:
  160.  
  161. + Dair now retains air jump on-hit
  162.  
  163. Kirby:
  164.  
  165. > Now has charge cancel for all neutral specials that are able to do so
  166. # Fixed fire GFX not properly deleting on certain action changes
  167. # Fixed JCG not retaining horizontal momentum
  168. # Fixed not being able to use Ryu's special Hadouken inputs
  169.  
  170. Lucario:
  171.  
  172. + Front and back roll intangibility frames 4-12 > 4-19
  173. - FAF 30 > 31
  174. + Spotdodge FAF 26 > 24
  175. + Dtilt BKB 30 > 35
  176. + Fsmash active frames 22-25 > 20-23
  177. + FAF 51 > 49
  178. + Usmash FAF 52 > 45
  179. + Dsmash active frames 19-21 > 17-19
  180. + Nair damage 9% > 12%
  181. - No longer hits twice
  182. + Sourspot damage 6% > 9%
  183. + Bair active frames 16-21 > 15-20
  184. > Bair is now reversible
  185. + Uair sourspot damage 7% > 8%
  186. + Dair first hit damage 5% > 6%
  187. + Second hit BKB 35 > 50
  188. > KBG 100 > 95
  189. > Angle 60 > 65
  190. + Regains air mobility slightly earlier
  191. > Neutral B now uses charge cancel animation
  192. + FAF 41 > 38
  193. + Up B startup frames 30 > 21
  194. + No longer goes helpless on-hit
  195. + Crashing into wall grabs the ledge sooner
  196. # Fixed not being able to grab right-facing ledges
  197.  
  198. Luigi:
  199.  
  200. # Fixed hat animation glitching after certain animations
  201.  
  202. Marth:
  203.  
  204. # Fixed Side B not returning aerial momentum after landing in certain actions
  205.  
  206. Mewtwo:
  207.  
  208. > Added random voice clips to smash attacks
  209. > Air dodging now hides player tag
  210. + Front and Back rolls travel more distance
  211. - Front and Back roll FAF 30 > 36
  212. + Intangibility frames 4-13 > 4-20
  213. + Rapid jab finisher BKB 30 > 40
  214. > Added subtle screenshake to Fsmash and Dsmash
  215. > Fair added a new voice clip
  216. + Fthrow shadow balls link together properly
  217. > Neutral B now uses a charge cancel animation
  218. # Up B fixed teleport improperly cancelling when traveling straight up along a wall
  219. + Ledge jump FAF 56 > 38
  220.  
  221. Mii Brawler:
  222.  
  223. + Dair BKB 30(g)/0(a) > 30
  224. + Side B1 no longer goes helpless on-hit
  225. + Up B1 travels more vertical distance
  226. + Startup frames 16 > 12
  227. + Horizontal controllability increased
  228. + Landing lag 52 > 44
  229. + Up B3 travels more vertical distance
  230. + Landing lag 30 > 25
  231.  
  232. Mr. Game & Watch:
  233.  
  234. # Fixed vertical momentum bug with Down B
  235.  
  236. Ness:
  237.  
  238. + Dtilt range increased
  239. + Fair range slightly increased
  240. + Side B PK fire traps opponents more effectively
  241.  
  242. Palutena:
  243.  
  244. > Ftilt rehit properties altered
  245. # Up B fixed warp improperly cancelling when traveling straight up along a wall
  246. + Now autocancels when landing in SpecialFall
  247. - Landing lag 22 > 24
  248. + Ledge jump FAF 65 > 36
  249.  
  250. Peach:
  251.  
  252. + Can now perform double jump cancelled aerials
  253.  
  254. Pikachu:
  255.  
  256. > Nair sourspot angle 45 > 361
  257.  
  258. R.O.B.:
  259.  
  260. > Down B now uses a charge cancel animation
  261. + Super Diffusion Beam SDI 0.5 > 0.15
  262. > Final hit angle 45 > 40
  263.  
  264. Robin:
  265.  
  266. # Fixed aerial Neutral B charge not properly charge cancelling
  267.  
  268. Ryu:
  269.  
  270. + Jump height slightly increased
  271. > Ground friction 0.09 > 0.075
  272. + Jab2 can now be cancelled into special moves on-hit
  273. + Jab3 added extra hitbox covering arm
  274. > Standing Heavy Kick now uses the Axe Kick animation when close enough to an opponent
  275. + Axe Kick shield damage 0 > 8
  276. + Axe Kick can be cancelled into special moves on-hit
  277. + Dash attack hitbox size increased
  278. > Crouching Medium Kick KBG 23 > 30
  279. + Dair landing lag 22 > 20
  280. > Side B Light True Tatsumaki uses a separate voice clip to distinguish from Medium and Heavy variants
  281. # Fixed Light special move variants not using light hitboxes
  282.  
  283. Samus:
  284.  
  285. + Spotdodge FAF 27 > 23
  286. - Intangibility frames 3-18 > 2-15
  287. + Uair multi-hit SDI 0.5 > 0
  288. + Dtilt FAF 42 > 40
  289. + Up B Screw Attack multi-hit SDI 1 > 0
  290.  
  291. Yoshi:
  292.  
  293. # Fixed being able to fastfall during startup of air jump animation
  294.  
  295. Zelda:
  296.  
  297. # Up B fixed teleport improperly cancelling when traveling straight up along a wall
  298. + Ledge jump FAF 42 > 29
  299.  
  300. Zero Suit Samus:
  301.  
  302. + Jab1 links into Jab2 better
  303. + Fair autocancel frame 38 > 36
  304. > Uair second hit angle 60 > 64
  305. + Dair sweetspot BKB 35 > 40
  306. + Damage 15.5% > 16.5%
  307. # Fixed crash when using Side B2
  308. + Down B earliest frame to use footstool attack 17 > 16
  309. + Can now use Down B again after successful footstool attack (cannot be in footstool jump animation)
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