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- Palette Swap V1.1 Patchnotes:
- V1.1
- VISUAL CHANGES:
- EFFECTS:
- -added custom effects to psylocke, ultron
- -added costumes on ALT slot for: cyclops, psylocke, captain marvel, shadow lady, cammy, jean grey, red she hulk
- -added costumes on H slot for: HUNK, moonstone, lilith
- ANIMATIONS:
- -changed psylocke, cyclops, shadow lady, cammy, wolverine (laura) idles
- -added refined captain marvel idle, huge thanks to voltaic!
- -edited several psylocke animations, including psiflash and psiblade
- -changed anims on charlie and guile knee bazookas
- -tweaked dmc1 dante's anim on j.S so the coat uses the anim from jH instead of going nuts
- -edited a bunch of chars intros to be slightly less jank: evil ryu, red she hulk, thanos, cyclops, guile, charlie
- MODELS:
- -edited cyclops skeleton for his model proportions
- -added refined wolverine (laura) thanks to moocartoons!
- -refined materials/skin on captain marvel colors
- -refined material on lilith's face
- -tweaked hunk camera so it looks slightly better. still has the same anim on all the diff versions of the super though
- EFFECTS:
- -tweaked leon's laser sight and rifle anims slightly so it can match
- -tweaked ken's shinryuken to have a graphic at the SJ+upwards airdash height
- -added spark to maya despawn on phoenix&maya death
- BUGFIXES:
- -fixed invisible web ball entanglement model on spider gwen color 6
- -fixed invisible projectiles on krauser color 7
- -fixed thanos sound effects being haggar defaults
- -fixed invisible effect on cammy and shadow lady doll mode H cannon strike
- -fixed blending issue with guile/charlie st.l lookin/animating weird
- -fixed weird walk cycle if walking after ground throw on captain marvel and moonstone
- -swapped cammy class to jill so her hair has physics when she's being hit but it looks kinda weird honestly. not sure if i'll keep this.
- -fixed HUNK color 2 p2 portrait being flipped wrong
- SMALL STUFF:
- -edited character intro profiles on: evil ryu, cyclops, psylocke, stars wesker, captain marvel
- basically it means when fighting vanilla characters that might have class-specific intros (ie sentinel vs mutants, magneto vs xmen, nemesis vs stars, doom vs avengers, team xmen, team avengers) they have the unique intro line
- ADDITIONAL COSTUMES:
- -added color 7 for stars wesker. another stars ref.
- -added color 4 for leon, is mafia costume. huge thanks to moocartoons for the rigging/mats and realmoonlight for the original model rip!
- -also added recolors of jacketless leon on 5/6/7.
- -added alt costume on color slot 7 for moonstone, thanks to dreamer for the model!
- -added alt costume for lilith on color slot 7, huge thanks to xeno_vt for the model and rigging!
- GAMEPLAY CHANGES:
- trying to make one big patch that will sit for a long while, possibly permanently unless something truly cancerous appears. that means there will be big gulfs in disparity sometimes in design, but otherwise trying to avoid the feel of constant patches and stuff really ruining people's vibes.
- -general goals:
- -nerf DP assists - only invin for 1f post active instead of all the way up across the board EXCEPT ken, some will have invin removed entirely. check on lilith, cammy, wolv, cyke, guile
- -nerf divekicks to not be so brainlessly strong - re-add "nuance" to interplay between games
- -sanity check on frame data across the board for specials, check all divekicks especially
- -sanity check for safety of DHCs/blocked supers
- -check laura's divekick angle- possibly make it steeper to be inbetween x23 and wolv? possibly generally make divekicks more steep? need to check
- ULTRON
- -reduced recovery on death ray(both ground and air) by 10f
- -increased blockstun on death ray by 6f (was super, super low bc of assist before)
- -changed air M death ray to match H ray frame data (so both angled beams have the same data and are slower than L)
- -reduced ground flight duration to match air flight duration (was longer than air flight)
- -fixed being able to fly on the ground and then fly a second time midair
- -fixed being able to airdash twice on melt blast on hit
- -added 2f active time to destruction ray so final hit less likely to whiff
- CYCLOPS:
- -changed model skeleton proportions, so he's actually taller and has longer limbs
- -changed f+H projectile to go higher to match his new skeleton
- -assist A/gene splice invin duration reduced to 1f post active
- -changed graphic on air charged optic blast, expanded hitbox slightly to match
- PSYLOCKE:
- -expanded psithrust assist hitbox downwards because it was whiffing on short crouchers but still pushing them with the collision box
- RASHID:
- -scaling reduced from .1/.15/.35 to .05/.05/.35
- -ground M eagle spike initial velocity reduced so travel distance decreased
- -air L/M eagle spike initial downwards velocity drastically decreased, angle on both made more steep (less horizontal)
- +air L/M eagle spike blockstun reduced greatly - generally neutral or slightly plus instead of extremely plus
- -reduced durability on install/powered up whirlwind shot - is now 5 durability like reg. whirlwind shot but pierces
- -changed hit behavior on powered up whirlwind shot - now hits every 2f instead of 3
- -qcb+2atk super (easifa/vtrigger 1/install super) recovery increased by 6f (4->10), duration reduced from 600f->360f
- reasons:
- general divekick nerf, general damage pass. trying to put him in a "lower damage but is an annoying gnat with crazy pressure/mixup" type. wanted to reduce brainless "do move->install" type play or just nonstop divekicking with low chance to counterplay. install is still nutty, but was too easy to abuse due to low recovery and long length.
- SPIDER-GWEN:
- -changed ground web ball to match M web ball frame data from spidey - basically 5f more startup on the projectile, 10f more recovery.
- reasons:
- ground web ball game had way too good frame data since it was all L ball frame data - functionally meant she was able to outzone other fireball characters pretty easily.
- CAMMY:
- -scaling reduced from .15/.15/.4 to .05/.05/.4
- -flipped animations on spiral arrow and h cannon strike - they were backwards and super hacky with the opponent also being hit backwards (due to being a completely backwards attack), now should behave as normal
- -j.H animation slightly sped up and upper leg hitbox removed so it doesn't hit as far behind
- -spiral arrow (both ground and air, all versions) travel distance decreased
- -ground spiral arrow hitstop decreased, knockback increased, popup decreased, gravity decreased - since she isn't reversed anymore, no need for hacky solution - now just hits like it should've and just doing arrow->spin drive smasher works now
- -invincibility removed from cannon spike, including on assist version. assist version has alpha counter invin.
- -cannon spike M/H damage reduced to 120/130k from 130k/150k
- -L cannon strike angle made more steep (less horizontal)
- -H cannon strike initial downwards velocity drastically decreased, angle made more steep (less horizontal), 3f recovery added to landing
- +H cannon strike knockback reduced to account for more steep angle
- -removed projectile invincibility on spin drive smasher
- -spin drive smasher hit properties changed- now transitions to smaller knockback hits earlier so it has less potential of dropping randomly from afar
- reasons:
- general dp and divekick nerf. cannon spike being invin and comboable from was clearly jacked. general damage pass across cast- trying to match damage to wolverine's roughly. made her DP do less damage than ryu's.
- HUNK:
- -special scaling decreased from .2 to .15
- -cleaned up hitbox on j.H
- -startup on all versions of ground deadeye decreased by 4f, affects assists A/B
- -damage per bullet on deadeye increased from 26k->33k
- -increased popup on ground version of deadeye
- -reduced gravity on L/M qcf+2atk super
- reasons:
- reducing scaling to account for huge increase in damage on AK, AK now does a shitload of damage to properly represent the "this is an assault rifle" vibe and to differentiate from sherry. reduced gravity on super mostly for stability vs. weirder weight chars.
- LEON:
- -hp reduction to 850k
- -matilda L/M 5f recovery added (50->55, now 1f less than red9)
- -riot gun 5f recovery added (50->55)
- -b/f+H and jumping handgun command normals additional air hitstun reduced by 3f (35->32)
- -agent kick M (qcb+M) travel distance decreased
- -parry startup increased to 5f, (2f->5f), total parry active time reduced from 18f->10f.
- perfect parry window is now 5f instead of 7f, regular parry window is now 5f as well.
- -knife stab blockstun reduced by 8f, is WAY now more punishable now
- -knife sweep blockstun reduced by 6f
- -rifle damage reduced by 10k (120k->110k), additional air hitstun reduced by 10f (55->45)
- -rocket launcher (qcf+2atk) damage per rocket reduced by 3k (93k->90k)
- -reduced invin on knife combination (qcb+2atk) by 10f, increased initial swing range. is now invin up to 1st active frame rather than past
- reasons:
- character was bonkers nutso. matilda was overwhelmingly better than red9, now has real drawbacks.
- reduced travel distance on M kick so less crossunder whiffs on it, hopefully. parry generally nerfed, with followups being made punishable and reduction on invin time of super (still invin to active, just less weird interactions)
- SHADOW LADY
- -hp reduced from 1m to 900k
- -super scaling reduced from .4 to .35
- -xf values changed from chun's to akuma's (more power focused) (.2/.2, .35/.35, .5/.5 to .25/.15, .45/.25, .6/.4)
- -airdash height restriction increased - back to chun's (50->100) so she isn't just doing crazy low unreactable airdash highs
- -rainbow missile assist projectile spawn time increased by 10f (15f->25f after landing), 20f recovery added
- -lightning barrier popup and float increased slightly
- -rainbow missile startup to tracking time increased, tracking time slightly increased to match
- -damage on infinity leg reduced by 400 per hit (2k->1.6k)
- -big bang laser changes:
- +added 18f startup (12f->30f) pre-flash
- +changed spawn pattern from 3 beams to 1 regular beam, should interact the same as other beams now
- +added 3k dmg per hit to beam (9k->12k), overall damage greatly increased
- +reduced frequency of hit from every 2f to every 3f - means super now does 40 hits instead of 45
- +reduced scaling from .975 to .97 to account for that
- -galaxy missile changes:
- +changed spawn pattern on galaxy missile, should hopefully remove all z axis horseshit where it slips past projectiles
- +added 1 missile per wave, now does 30 hits instead of 27
- +reduced popup per missile hit so they don't go flying up to like SJ height on OTG hits
- +damage per missile on galaxy missile reduced by 2k (18k->16k)
- -seven stars shining strike (air lvl3/ air dp+2atk) damage reduced from 400k->350k
- doll mode changes:
- -assist Y cannon spike invin reduced to 1f post-active
- -j.H animation slightly sped up and upper leg hitbox removed so it doesn't hit as far behind
- -sniper arrow travel distance reduced on M/H strength
- -L cannon strike angle made more steep (less horizontal), is equal with H cannon strike
- -H cannon strike initial downwards velocity drastically decreased, angle made more steep (less horizontal), 4f recovery added to landing
- +H cannon strike knockback reduced to account for more steep angle
- -h cannon strike animation unflipped, so now opponent doesn't reverse on hit due to hacky implementation
- -removed projectile invincibility on spin drive smasher
- -spin drive smasher hit properties changed- now transitions to smaller knockback hits earlier so it has less potential of dropping randomly from afar
- -reduced damage on spin drive smasher slightly
- reasons:
- general divekick nerf and adjusting for combo stuff based on it. beam was left in absurdly strong state (thought i had nerfed it but never pushed that) with stupid fast startup, missiles were too strong as an assist (hard to stop, easy to mash), and missile super did too much damage.
- reduced HP to make punishing her as an assist more valuable since her assist value is so high between high damage near-instant on DHC beam super, safe-ish missile DHC, and 3 strong assists.
- MVC2 SENTINEL
- -scaling increased from .15/.15/.2 to .2/.2/.3
- -damage on normals generally reduced by 20k except on standing lights, frying pan (j.h) reduced by 50k
- -damage on rocket punch reduced by 20k (180->160)
- reasons:
- general damage reduction but exchanged for easier play b/c damage on super upped a lot via scaling
- ASURA
- -velocity downwards on j.d+H reduced, knockback greatly increased on first hit to account for it
- -hitbox backwards reduced on j.d+H landing/ground hit
- -blockstun on j.d+H landing hit reduced by 5f
- -grounded wrathful rush (qcf+atk) recovery increased by 5f, blockstun decreased (generally by 4-8f)
- -shin smasher damage reduced from 70k->30k
- reasons:
- general divekick nerf, making shin smasher routing less rewarding than uppercut routing, changing wrathful rush's recovery and frames to not be plus bc of the cancel and due to ability to chain it multiple times with assists for mega damage (like, 1m meterless)
- LILITH:
- -scaling reduced from .1/.2/.5 to .05/.05/.35
- -removed invin on A/shining blade assist, still has invin on alpha counter
- -reduced size of soul flash fireball, adjusted spawn height to be lower and angle to be less steep to account for this
- -damage reduced on shining blade - L (1100->900) M (130k->108k) H (158k->122k)
- -brilliant shower (qcf+2atk) damage reduced per projectile by 1k (11k->10k)
- -splendor love (dp+2atk) properties adjusted - is no longer mixed physical hit and projectile spawn ,is now all projectile spawn. added additional projectile on first and second uppercuts, reduced damage per hit on projectile by 5.5k (19.5k->14k), scaling set to .97 to closer match it to other invincible reversals. should be easier to combo/followup from now.
- reasons:
- fireball size reduced to make counterplay vs her (aka just hitting buttons at her) more effective and requiring her to use her movement a little more to go in with it.
- general DP nerfs, damage adjustment because she still had VERY early mod char damage and was killing thor meter positive for kicks. had to adjust shining blade damage and scaling due to being able to follow up DP super with 4 (!!) shining blades.
- GUILE:
- -dash velocity heavily reduced
- -general damage reduction on normals (~10k across m/h/s buttons)
- -adjusted flash kick assist (alpha) - has 2f more startup, 2f less active frames and is now invin to startup rather than afterwards, comes out closer to point character
- -reduced pushback on st.H to account for shorter dash
- -knee bazooka changes:
- +animation changed, hits slightly lower now bc of that
- +greatly reduced travel distance
- +changed attack level to light to match light button, but adjusted attack/block data to make it overall similar to current version - should have slightly more ground hitstun and lil less air hitstun
- +set grounded hitstun to fixed minimum
- -sonic boom changes:
- +durability reduced to 5 points
- +damage reduced by 20k (120k->100k)
- -added move 'EX sonic boom', is done by charging for 60f instead of 30f
- +has 2 hits, is 10 durability projectile (1x9 then spawns a 1x1 on hit/clash)
- +70k damage per hit (133k if both hit)
- +2f more additional ground hitstun than reg boom (7 vs 5)
- +has 5f more additional air hitstun than regular sonic boom (30 vs 25)
- +recovers 4f faster (15f recov vs reg boom's 19)
- +travels slightly faster
- -flash kick projectile additional air hitstun added 1f
- -sonic hurricane changes:
- +added 2f active time last hit is more consistent
- +general damage on max scaling reduced from 210k->180k~ by messing with dmg/scaling values, see:
- +damage per hit reduced by 300 (2.1k->1.8k)
- +last hit damage increased to 2.8k
- +min scaling increased from .95 to .97
- reasons:
- general DP nerf and damage pass, trying to adjust sonic boom to where it's more reasonable to interact with.
- reducing movement because it made it too easy for him to take advantage of the rest of his toolset and didn't cement his 'charge' character/guile-esque vibe.
- reducing super damage to be more reasonable on DHC and making knee feel less like a "mugen"-esque overtuned move and more something with some more finesse
- CHARLIE:
- -knee bazooka animation changed
- -3f startup added to knee bazooka, 4f recovery reduced, grounded histun increased by 2f, popup reduced on air hit
- +basic concept is it's a bit slower now but goes further and actually hits crouchers etc so it's actually usable
- -sonic scythe L additional air hitstun reduced by 5f (20->15f)
- -sonic scythe M popup height reduced
- reasons:
- knee bazooka changes mostly to give it some use and match sf5 anim more, sonic scythe changes are to stop really stupid looking loop in vtrigger that can go on for like 8+ reps (scythe->l teleport->stH repeat)
- WOLVERINE (LAURA):
- -reduced damage on all normals (except f+H in legacy trigger) to be the same as x-23's
- -changed f+H (during legacy install) from soft KD to being the same as wolverine's hitstun-wise
- -made air qcf+L (talon claw) travel less far/more steep
- -removed meter gain on berserker charge (install while in legacy trigger)
- reasons:
- general divekick nerf. big damage nerf due to doing drastically more damage than logan and getting into nutty territory (easy 900k 1 super only combos). now roughly does less than him by a bit before legacy trigger and a bit more after. berserker charge meter nerf for removing potential for crazy loop that kills thor meter positive/does 800k meterless.
- KRAUSER
- -increased startup on 2nd hit of qcf+2atk super by 1f, reduced active time by 1f so it doesn't hit behind him
- -fixed invisible projectiles on color 7
- DMC1 DANTE
- -added 5f startup to helm breaker, reduced blockstun by 4f
- -added 10f recovery to round harvest
- -moved up grenade gun roll cancel window by 10f, now slower than bold cancel window (25->35)
- -increased travel speed on meteor (both reg and in DT)
- reasons:
- making helm breaker->enemy step->helm breaker slightly less powerful, making it harder to loop round harvest. he could easily outzone dedicated zoners too much with grenade gun->roll, so reduced timing on it. meteor was too slow and let him stick out way too many at once for something with such low risk.
- KEN
- -damage on normals generally reduced
- -reduced distance that ground L and M tatsu travels
- -reduced per-hit damage on rising kicks all ground tatsus (L: 38k per hit->35k, M: 23k per hit->22l, H:25k->24k)
- -added 5f recovery to grounded guren(qcb+2atk)
- reasons:
- damage pass to reduce damage - should be in similar range to ryu (little higher).
- ground tatsu a big general complaint, making it slightly weaker to where he has to get in a little closer to do it but honestly it's probably not gonna change much. making guren more punishable on block since folks tend to miss the punish.
- SHIN AKUMA
- -hp reduced by 50k- now has 325k hp
- -reduced hp regen so he doesn't get it back instantly - now has to slightly fight back or maneuver out of the way for ab it
- -removed invincibility from KKZ (d,d,d+2atk)
- reasons:
- lowering HP until it becomes cool to play shin akuma, invin removed from kkz so when he fucks up incoming unblockables he can just be hit
- PHOENIX AND MAYA
- -removed collision box on maya during maya fwd/backdash
- -added requirement to summon maya first to be able to do maya moves, so need to do qcf/qcb+S, rdp+S, any of his supers or tag him in. removed maya also coming in on incoming
- reasons:
- trying to reduce maya-related bugs when she is 'on screen' but invisible into doing moves. also reducing ability for maya to space control and just push people around.
- JEAN GREY
- -changed durability on barrier to be medium and like, 10 points of medium so it actually works vs projectiles instead of weird interactions
- -changed how teleport works, instead of vanishing on frame 5 now instead has same startup but is there the whole time then teleports. still teleports on same frame, just functionally lost invincibility on it. also added 5f recovery to all versions of teleport to make it match to universal recovery on tracking teleports (19f post-teleport recovery, was 14f before)
- -increased hitbox size on TK shockwave (qcf+2atk super) to prevent weird interactions where it would whiff on some projectiles due to z-axis fuckery
- STARS WESKER
- -damage on normals generally reduced by 10-15k
- -special scaling reduced from .2 to .05
- -removed invincibility from flash kick super (qcb+2atk)
- -flash kick damage increased to 300k
- reasons:
- generally reducing damage to notably make him "weaker" than jake and regular wesker since he's a regular human, removing reversal option on strong all-around zoning character
- CAPTAIN MARVEL
- -slightly reduced acceleration off airdashes into normals (1.5->1.3)
- -j.H startup increased from 9f->11f (matches MVCI j.HP now)
- -j.d+H hitstop increased from 7->10 (this might change if i remember why i set it so slow in the first place...)
- -blitz blow additional air hitstun reduced by 3f (9->6) to prevent infinite. slightly less hitstun than moonstone's now (moon's is 7, carol's is 6)
- -blitz blow does not birthday anymore, experimental change was having too many ghost hits
- -increased gravity on wallbounce-used version of air H photon impact (j. qcb+H) so that you don't always get L/M followup after it- is now char specific vs. just kinda free.
- -increased gravity on wallbounce-used version of ground H photon impact to prevent really stupid loop (st.H->h impact over and over)
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