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SSBM Hybrid 64 v2.1 Patch Notes

Sep 2nd, 2019
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  1. Hybrid 64 ver. 2.1 Patch Notes:
  2.  
  3. Main Focus:
  4. - Add 64 mechanics to enhance the game.
  5. - Character balance adjustments.
  6. - Adjust sword hitboxes so they won't clip below the ledge.
  7.  
  8. Bug Fixes:
  9. - Fixed an issue where Yoshi can slide off ledges while shielding.
  10. - Removed "GuardDamage" FSMs. Shieldstun now works as the game intended. (Thanks, Taukhan!)
  11.  
  12. Additions:
  13. - Yoshi now suffers shield stun like the rest of the cast. (Thanks, Taukhan!)
  14. - UCF v0.73 has been added into the game.
  15. - Stick Hop has been added. (Smash 64 mechanic)
  16. • Characters jump at differing heights depending on how the analog stick was moved upward.
  17. • A Full Stick Hop has characters jump higher than their normal button hops.
  18. • The height a character gains is unique. Some characters' stick hops give more height than others.
  19. - Running/Slanted Hop has been added. (Smash 64 mechanic)
  20. • Characters have a lower jump height if performed while dashing/running. This also affects Stick Hops.
  21. - Imported more Smash 64 Sound Effects:
  22. • Fox's laser
  23. • Ness's PSI Magnet
  24. • Rolling
  25. • Menu SFX
  26. • Pause
  27. • Electric Hits
  28. • Fire Hits
  29. • Some Explosion/Fire Effects
  30.  
  31. Mechanics Changes:
  32. - Shield knockback decreased.
  33. - Base Shield Stun: FSMs -> 6 (In vMelee, the default value is 2. There should be no difference in shield stun compared
  34. to the previous patch when it had FSMs.)
  35.  
  36. Character Changes:
  37. - Cpt. Falcon:
  38. - Jump H Initial Velocity: 0.95 -> 1
  39. - Jump V Initial Velocity: 2.98 -> 3.06
  40. - Down Throw: [Last time I'm ever changing this. An upward angle caused too many issues, ranging from infinite
  41. Pivot Chaingrabs against Fastfallers to inconsistency against floaties.]
  42. - Angle: 75 -> 65
  43. - BKB: 33 -> 80
  44. - KBG: 188 -> 45
  45. - Damage: 7 -> 9
  46. - Mario:
  47. - Shorthop V Initial Velocity: 1.5 -> 1.62
  48. - Up Air:
  49. - BKB: 0 -> 25
  50. - KBG: 120 -> 90
  51. - Up B:
  52. - Launching Hitbox:
  53. - BKB: 32 -> 45
  54. - KBG: 135 -> 128
  55. - Luigi:
  56. - Shorthop V Initial Velocity: 1.4 -> 1.433
  57. - Jump H Initial Velocity: 0.88 -> 0.9
  58. - Up-B:
  59. - Initial Hitbox:
  60. - Hitbox location slightly moved to the right.
  61. - Hitbox size slightly increased.
  62. - Yoshi:
  63. - Jump V Initial Velocity: 2.5 -> 2.52
  64. - Down Throw:
  65. - Damage: 4 -> 7
  66. - Angle: 40 -> 60 [Fixes an issue where certain characters could tech immediately once thrown.]
  67. - BKB: 50 -> 80
  68. - KBG: 60 -> 65
  69. - Side-B:
  70. - KBG: 90 -> 100
  71. - Fox:
  72. - Jump V Initial Velocity: 3.31 -> 3.23
  73. - Shorthop V Initial Velocity: 2.1 -> 2.23
  74. - Up Throw:
  75. - Shoots 2 more lasers, dealing more damage.
  76. - Down Throw:
  77. - Damage: 1 -> 4
  78. - BKB: 150 -> 140
  79. - Falco:
  80. - Shorthop V Initial Velocity: 1.9 -> 2.0
  81. - Down Throw:
  82. - Damage: 1 -> 4
  83. - BKB: 80 -> 76
  84. - Ice Climbers:
  85. - Shorthop V Initial Velocity: 1.4 -> 1.52
  86. - Kirby:
  87. - Shorthop V Initial Velocity: 1.44 -> 1.5
  88. - Jump V Initial Velocity: 2.3 -> 2.38
  89. - Up Smash:
  90. - Initial Hitboxes:
  91. - Removed Sweetspot.
  92. - Damage: 15/14 -> 14 (All)
  93. - BKB: 50/20 -> 40 (All)
  94. - Middle Hitboxes:
  95. - Damage: 12/10 -> 14
  96. - Active for 1 more frame.
  97. - Late Hitboxes:
  98. - Active for 1 less frame.
  99. - B-air:
  100. - Initial Hitboxes:
  101. - Size decreased.
  102. - Down Tilt:
  103. - Reach slightly increased.
  104. - Up Tilt:
  105. - Animation slowed, increasing its active hitbox length by 3 more frames.
  106. - Adjusted lengths of Initial Hitboxes.
  107. - IASA: 23 -> 20 (Endlag Adjustment)
  108. - Side-B (Ground):
  109. - Hitboxes start 1 frame later.
  110. - Link:
  111. - Jump V Initial Velocity: 2.5 -> 2.36
  112. - Pichu:
  113. - Shorthop V Initial Velocity: 1.5 -> 1.68
  114. - B-air:
  115. - Removed multi-hits, now has "Initial" and "Late" Hitboxes [It was impossible to make this consistent.]
  116. - Landing B-air hitbox removed.
  117. - Late Hitbox:
  118. - Angle: 361 -> 52
  119. - Bowser:
  120. - Dash Initial Velocity: 1.1 -> 1.28
  121. - Up Smash:
  122. - BKB: 40 -> 48
  123. - Down Smash:
  124. - Initial Hitbox:
  125. - Damage: 15 -> 16
  126. - BKB: 85 -> 90
  127. - Angle: 120-> 130
  128. - Late Hitbox:
  129. - Damage: 10 -> 13
  130. - BKB: 50 -> 88
  131. - Angle: 100 -> 110
  132. - Down-B:
  133. - Shield Damage increased.
  134. - Fixed an issue where the Ground iteration's hitbox properties did not match with the aerial one.
  135. - F-tilt:
  136. - No longer has a transcendent hitbox.
  137. - Marth:
  138. - General:
  139. - Some attacks' sword hitboxes have been adjusted for precision and avoid clipping below the ledge.
  140. - F-air:
  141. - Animation slightly slowed, increasing its startup by 1 frame. But its hitboxes are active for 1
  142. more frame.
  143. - B-air:
  144. - Animation slightly slowed, increasing its startup by 1 frame. Active hitbox duration is unchanged.
  145. - Damage: 13 -> 14
  146. - F-Smash:
  147. - Active for 1 less frame.
  148. - Up Smash:
  149. - Sword reach increased.
  150. - Side-B:
  151. - Start:
  152. - Sword hitbox pulls the opponent in.
  153. - Step 1 (Up):
  154. - Deals fixed knockback.
  155. - Adjusted hitboxes for consistency (Will no longer whiff up close.)
  156. - Input window increased by 2 frames.
  157. - Step 1 (Down):
  158. - Angle: 82 -> 68
  159. - Step 2 (Down):
  160. - Shield Damage increased.
  161. - Hitboxes are active 1 frame later.
  162. - Step 2 (Side):
  163. - Deals fixed knockback.
  164. - Angles adjusted to connect properly.
  165. - Damage: 10 -> 7
  166. - Step 3 (Side):
  167. - BKB: 50 -> 28
  168. - Roy:
  169. - General:
  170. - Some attacks' sword hitboxes have been adjusted for precision and avoid clipping below the ledge.
  171. - F-Smash:
  172. - Hitboxes activate 2 frames later.
  173. - Reach slightly increased.
  174. - F-tilt:
  175. - Reach slightly increased.
  176. - Up-tilt:
  177. - Reach slightly increased.
  178. - D-Tilt:
  179. - Reach slightly increased.
  180. - Jab:
  181. - Reach slightly increased.
  182. - Up Air:
  183. - Reach slightly increased.
  184. - Animation speed reverted to vMelee default, increasing its startup and endlag.
  185. - D-air:
  186. - Reach slightly increased.
  187. - Animation slowed, increasing its startup by 1 frame. But its hitboxes are active for 1 more frame.
  188. - F-air:
  189. - Reach slightly increased.
  190. - Animation slightly slowed, increasing its startup by 1 frame.
  191. - Hitboxes are active 1 frame later and deactivate 1 frame earlier.
  192. - Up Smash:
  193. - Initial Hitbox:
  194. - Reach slightly increased.
  195. - Launching Hitbox:
  196. - Reach slightly increased.
  197. - N-air:
  198. - Launching Hitbox:
  199. - Active for 4 more frames.
  200. - Side-B
  201. - Step 1 (Down):
  202. - Slightly increased fixed knockback.
  203. - Step 2 (Down):
  204. - Shield Damage increased.
  205. - Step 3 (Down):
  206. - Damage: 2 -> 3 (All)
  207. - Shield Damage increased.
  208. - Forward Throw:
  209. - Angle: 45 -> 65
  210. - BKB: 60 -> 82
  211. - KBG: 45 -> 50
  212. - Damage: 4 -> 7
  213. - Mewtwo:
  214. - General:
  215. - Some attacks' tail hitboxes have been adjusted for precision.
  216. - Dash Attack:
  217. - Initial Hitbox:
  218. - Angle: 80/110 -> 62/55
  219. - BKB: 80 -> 75
  220. - KBG: 60 -> 40
  221. - Changed a hitbox's sound effect and element.
  222. - Up Smash:
  223. - Multi-hits:
  224. - Damage: 1 -> 2
  225. - Down Smash:
  226. - Damage: 15 -> 16
  227. - Up Air:
  228. - Damage: 10/12/14 -> 11/11/14
  229. - KBG: 88/84/80 -> 84/84/80
  230. - Slightly increased shield damage.
  231. - Up Tilt:
  232. - Transitions to Late Hitboxes 1 frame later
  233. - Slightly increased shield damage.
  234. - Donkey Kong:
  235. - Down Tilt:
  236. - Removed odd freeze frames on startup.
  237. - Endlag slightly decreased.
  238. - Hitboxes deactivate 1 frame earlier.
  239. - Up Tilt:
  240. - Hitboxes deactivate 1 frame earlier.
  241. - Down Throw:
  242. - Changed SFX.
  243. - Dr. Mario:
  244. - Up Air:
  245. - BKB: 28 -> 35
  246. - KBG: 76 -> 65
  247. - Up-B:
  248. - Initial Hitbox:
  249. - Angle: 70/90 -> 75/90
  250. - Multi-hit Hitbox:
  251. - Fixed knockback decreased to lower the chances of the attack not connecting properly.
  252. - Dash Attack:
  253. - Early Hitbox:
  254. - Angle: 75 -> 63
  255. - KBG: 58 -> 50
  256. - Samus:
  257. - Up Smash: [This took me TWO HOURS to get it this consistent.]
  258. - Adjusted knockback and angle properties to connect much more reliably.
  259. - Added a hitbox so it can scoop up smaller opponents.
  260. - Launching hitboxes are active for 1 more frame.
  261. - Peach:
  262. - Side-B:
  263. - Side-B now works properly against shielding opponents.
  264. - Ness:
  265. - Dash Attack:
  266. - Initial Hitbox:
  267. - Reach increased.
  268. - Middle Hitbox:
  269. - Now has three hitboxes, each with different fixed knockback to reliably connect with the
  270. launching hit. This also lowered the chance of the attack whiffing when performed under
  271. certain conditions.
  272. - Launching Hitbox:
  273. - Size decreased to avoid clipping the ledge.
  274. - F-air:
  275. - Multi-hit:
  276. - IDs adjusted. Hand hitbox now has priority over particle hitbox.
  277. - Now has fixed knockback.
  278. - Angle: 85/85 -> 65/100
  279. - Down Throw:
  280. - Endlag reverted to vMelee defaults.
  281. - Angle: 60 -> 63
  282. - BKB: 72 -> 86
  283. - KBG: 45 -> 48
  284. - Ganondorf:
  285. - Dash Initial Velocity: 1.38 -> 1.42
  286. - Run Terminal Velocity: 1.44 -> 1.48
  287. - Down Throw:
  288. - Angle: 361 -> 55
  289. - BKB: 44 -> 60
  290. - Pikachu:
  291. - Forward Throw:
  292. - Angle: 45 -> 53
  293. - BKB: 45 -> 62
  294. - KBG: 110 -> 75
  295. - F-air:
  296. - Angle: 50 -> 47/45
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