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- Hybrid 64 ver. 2.1 Patch Notes:
- Main Focus:
- - Add 64 mechanics to enhance the game.
- - Character balance adjustments.
- - Adjust sword hitboxes so they won't clip below the ledge.
- Bug Fixes:
- - Fixed an issue where Yoshi can slide off ledges while shielding.
- - Removed "GuardDamage" FSMs. Shieldstun now works as the game intended. (Thanks, Taukhan!)
- Additions:
- - Yoshi now suffers shield stun like the rest of the cast. (Thanks, Taukhan!)
- - UCF v0.73 has been added into the game.
- - Stick Hop has been added. (Smash 64 mechanic)
- • Characters jump at differing heights depending on how the analog stick was moved upward.
- • A Full Stick Hop has characters jump higher than their normal button hops.
- • The height a character gains is unique. Some characters' stick hops give more height than others.
- - Running/Slanted Hop has been added. (Smash 64 mechanic)
- • Characters have a lower jump height if performed while dashing/running. This also affects Stick Hops.
- - Imported more Smash 64 Sound Effects:
- • Fox's laser
- • Ness's PSI Magnet
- • Rolling
- • Menu SFX
- • Pause
- • Electric Hits
- • Fire Hits
- • Some Explosion/Fire Effects
- Mechanics Changes:
- - Shield knockback decreased.
- - Base Shield Stun: FSMs -> 6 (In vMelee, the default value is 2. There should be no difference in shield stun compared
- to the previous patch when it had FSMs.)
- Character Changes:
- - Cpt. Falcon:
- - Jump H Initial Velocity: 0.95 -> 1
- - Jump V Initial Velocity: 2.98 -> 3.06
- - Down Throw: [Last time I'm ever changing this. An upward angle caused too many issues, ranging from infinite
- Pivot Chaingrabs against Fastfallers to inconsistency against floaties.]
- - Angle: 75 -> 65
- - BKB: 33 -> 80
- - KBG: 188 -> 45
- - Damage: 7 -> 9
- - Mario:
- - Shorthop V Initial Velocity: 1.5 -> 1.62
- - Up Air:
- - BKB: 0 -> 25
- - KBG: 120 -> 90
- - Up B:
- - Launching Hitbox:
- - BKB: 32 -> 45
- - KBG: 135 -> 128
- - Luigi:
- - Shorthop V Initial Velocity: 1.4 -> 1.433
- - Jump H Initial Velocity: 0.88 -> 0.9
- - Up-B:
- - Initial Hitbox:
- - Hitbox location slightly moved to the right.
- - Hitbox size slightly increased.
- - Yoshi:
- - Jump V Initial Velocity: 2.5 -> 2.52
- - Down Throw:
- - Damage: 4 -> 7
- - Angle: 40 -> 60 [Fixes an issue where certain characters could tech immediately once thrown.]
- - BKB: 50 -> 80
- - KBG: 60 -> 65
- - Side-B:
- - KBG: 90 -> 100
- - Fox:
- - Jump V Initial Velocity: 3.31 -> 3.23
- - Shorthop V Initial Velocity: 2.1 -> 2.23
- - Up Throw:
- - Shoots 2 more lasers, dealing more damage.
- - Down Throw:
- - Damage: 1 -> 4
- - BKB: 150 -> 140
- - Falco:
- - Shorthop V Initial Velocity: 1.9 -> 2.0
- - Down Throw:
- - Damage: 1 -> 4
- - BKB: 80 -> 76
- - Ice Climbers:
- - Shorthop V Initial Velocity: 1.4 -> 1.52
- - Kirby:
- - Shorthop V Initial Velocity: 1.44 -> 1.5
- - Jump V Initial Velocity: 2.3 -> 2.38
- - Up Smash:
- - Initial Hitboxes:
- - Removed Sweetspot.
- - Damage: 15/14 -> 14 (All)
- - BKB: 50/20 -> 40 (All)
- - Middle Hitboxes:
- - Damage: 12/10 -> 14
- - Active for 1 more frame.
- - Late Hitboxes:
- - Active for 1 less frame.
- - B-air:
- - Initial Hitboxes:
- - Size decreased.
- - Down Tilt:
- - Reach slightly increased.
- - Up Tilt:
- - Animation slowed, increasing its active hitbox length by 3 more frames.
- - Adjusted lengths of Initial Hitboxes.
- - IASA: 23 -> 20 (Endlag Adjustment)
- - Side-B (Ground):
- - Hitboxes start 1 frame later.
- - Link:
- - Jump V Initial Velocity: 2.5 -> 2.36
- - Pichu:
- - Shorthop V Initial Velocity: 1.5 -> 1.68
- - B-air:
- - Removed multi-hits, now has "Initial" and "Late" Hitboxes [It was impossible to make this consistent.]
- - Landing B-air hitbox removed.
- - Late Hitbox:
- - Angle: 361 -> 52
- - Bowser:
- - Dash Initial Velocity: 1.1 -> 1.28
- - Up Smash:
- - BKB: 40 -> 48
- - Down Smash:
- - Initial Hitbox:
- - Damage: 15 -> 16
- - BKB: 85 -> 90
- - Angle: 120-> 130
- - Late Hitbox:
- - Damage: 10 -> 13
- - BKB: 50 -> 88
- - Angle: 100 -> 110
- - Down-B:
- - Shield Damage increased.
- - Fixed an issue where the Ground iteration's hitbox properties did not match with the aerial one.
- - F-tilt:
- - No longer has a transcendent hitbox.
- - Marth:
- - General:
- - Some attacks' sword hitboxes have been adjusted for precision and avoid clipping below the ledge.
- - F-air:
- - Animation slightly slowed, increasing its startup by 1 frame. But its hitboxes are active for 1
- more frame.
- - B-air:
- - Animation slightly slowed, increasing its startup by 1 frame. Active hitbox duration is unchanged.
- - Damage: 13 -> 14
- - F-Smash:
- - Active for 1 less frame.
- - Up Smash:
- - Sword reach increased.
- - Side-B:
- - Start:
- - Sword hitbox pulls the opponent in.
- - Step 1 (Up):
- - Deals fixed knockback.
- - Adjusted hitboxes for consistency (Will no longer whiff up close.)
- - Input window increased by 2 frames.
- - Step 1 (Down):
- - Angle: 82 -> 68
- - Step 2 (Down):
- - Shield Damage increased.
- - Hitboxes are active 1 frame later.
- - Step 2 (Side):
- - Deals fixed knockback.
- - Angles adjusted to connect properly.
- - Damage: 10 -> 7
- - Step 3 (Side):
- - BKB: 50 -> 28
- - Roy:
- - General:
- - Some attacks' sword hitboxes have been adjusted for precision and avoid clipping below the ledge.
- - F-Smash:
- - Hitboxes activate 2 frames later.
- - Reach slightly increased.
- - F-tilt:
- - Reach slightly increased.
- - Up-tilt:
- - Reach slightly increased.
- - D-Tilt:
- - Reach slightly increased.
- - Jab:
- - Reach slightly increased.
- - Up Air:
- - Reach slightly increased.
- - Animation speed reverted to vMelee default, increasing its startup and endlag.
- - D-air:
- - Reach slightly increased.
- - Animation slowed, increasing its startup by 1 frame. But its hitboxes are active for 1 more frame.
- - F-air:
- - Reach slightly increased.
- - Animation slightly slowed, increasing its startup by 1 frame.
- - Hitboxes are active 1 frame later and deactivate 1 frame earlier.
- - Up Smash:
- - Initial Hitbox:
- - Reach slightly increased.
- - Launching Hitbox:
- - Reach slightly increased.
- - N-air:
- - Launching Hitbox:
- - Active for 4 more frames.
- - Side-B
- - Step 1 (Down):
- - Slightly increased fixed knockback.
- - Step 2 (Down):
- - Shield Damage increased.
- - Step 3 (Down):
- - Damage: 2 -> 3 (All)
- - Shield Damage increased.
- - Forward Throw:
- - Angle: 45 -> 65
- - BKB: 60 -> 82
- - KBG: 45 -> 50
- - Damage: 4 -> 7
- - Mewtwo:
- - General:
- - Some attacks' tail hitboxes have been adjusted for precision.
- - Dash Attack:
- - Initial Hitbox:
- - Angle: 80/110 -> 62/55
- - BKB: 80 -> 75
- - KBG: 60 -> 40
- - Changed a hitbox's sound effect and element.
- - Up Smash:
- - Multi-hits:
- - Damage: 1 -> 2
- - Down Smash:
- - Damage: 15 -> 16
- - Up Air:
- - Damage: 10/12/14 -> 11/11/14
- - KBG: 88/84/80 -> 84/84/80
- - Slightly increased shield damage.
- - Up Tilt:
- - Transitions to Late Hitboxes 1 frame later
- - Slightly increased shield damage.
- - Donkey Kong:
- - Down Tilt:
- - Removed odd freeze frames on startup.
- - Endlag slightly decreased.
- - Hitboxes deactivate 1 frame earlier.
- - Up Tilt:
- - Hitboxes deactivate 1 frame earlier.
- - Down Throw:
- - Changed SFX.
- - Dr. Mario:
- - Up Air:
- - BKB: 28 -> 35
- - KBG: 76 -> 65
- - Up-B:
- - Initial Hitbox:
- - Angle: 70/90 -> 75/90
- - Multi-hit Hitbox:
- - Fixed knockback decreased to lower the chances of the attack not connecting properly.
- - Dash Attack:
- - Early Hitbox:
- - Angle: 75 -> 63
- - KBG: 58 -> 50
- - Samus:
- - Up Smash: [This took me TWO HOURS to get it this consistent.]
- - Adjusted knockback and angle properties to connect much more reliably.
- - Added a hitbox so it can scoop up smaller opponents.
- - Launching hitboxes are active for 1 more frame.
- - Peach:
- - Side-B:
- - Side-B now works properly against shielding opponents.
- - Ness:
- - Dash Attack:
- - Initial Hitbox:
- - Reach increased.
- - Middle Hitbox:
- - Now has three hitboxes, each with different fixed knockback to reliably connect with the
- launching hit. This also lowered the chance of the attack whiffing when performed under
- certain conditions.
- - Launching Hitbox:
- - Size decreased to avoid clipping the ledge.
- - F-air:
- - Multi-hit:
- - IDs adjusted. Hand hitbox now has priority over particle hitbox.
- - Now has fixed knockback.
- - Angle: 85/85 -> 65/100
- - Down Throw:
- - Endlag reverted to vMelee defaults.
- - Angle: 60 -> 63
- - BKB: 72 -> 86
- - KBG: 45 -> 48
- - Ganondorf:
- - Dash Initial Velocity: 1.38 -> 1.42
- - Run Terminal Velocity: 1.44 -> 1.48
- - Down Throw:
- - Angle: 361 -> 55
- - BKB: 44 -> 60
- - Pikachu:
- - Forward Throw:
- - Angle: 45 -> 53
- - BKB: 45 -> 62
- - KBG: 110 -> 75
- - F-air:
- - Angle: 50 -> 47/45
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