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- • Jab
- o Removed disjoint
- o Updated Hitbox position and size to match animation
- • Forward Strong
- o Removed That cool purple fire cuz apparently “didn’t matched the hitbox” or smth
- o The sound was changed accordingly
- o Knockback: 9 to 10
- o Knockback growth: 1.1 to 1 as if she didn’t struggle to kill already
- • Up Strong
- o Removed extra “star” hitbox because testers and tournament goers hate fun
- o Added visual effects
- o Hit pause: 15 to 10
- • Down Strong
- o Updated extra “star” hitbox, transformed into a sweet spot which is true when the opponent hits the ground after being hit by the move, the intention is to make it a viable kill option outside edge guarding
- o Knockback of Hitbox 1 (when Fernet swings her leg to the ground) reduced from 7 to 4, scaling changed from 1 to .5, this is a buff, makes connecting with Hitbox 2 (when Fernet hits the ground with her leg) true on virtually every damage %
- o Removed disjoint on Hitbox 1
- o Hitbox 2 (defined previously) is now divided between 2 hitboxes, one on the foot that sends the enemy directly downwards (as previously) and another on the stardust trail (disjointed) that acts as a sour spot that sends at 65 degrees
- o Hitbox 2 no longer extends past the ground so you can actually have a chance at recovering
- o Added visual effects
- o Knockback: 8 to 9
- o Knockback growth: 1.25 to 1
- • Forward Tilt
- o Fixed hurt box
- • Up Tilt
- o Removed disjoint
- • Down Tilt
- o Removed disjoint
- o Im not making it Jump cancelable, Delta
- o Hit box lifetime: 4 to 3 frames (both hitboxes)
- • Normal Aerial
- o Modified Sprite Animation
- o First part of the attack (Knee)
- Updated hitboxes to better match the animation, hitbox is now bigger
- o Second part of the attack (Foot)
- Duration: 6 to 3 frames
- Startup: 3 to 2 frames
- End lag: 12 to 15 frames
- • Forward Aerial
- o Modified Sprite Animation
- o Updated hitboxes to better match the animation, hitbox is now bigger
- o Removed hurt box disjoint
- o Hitbox active frames: 3 to 4 frames
- o End lag: 14 to 12 frames
- • Back Aerial
- o Turned smear into a freaking ovni so the move can still be big but not misleading
- o Updated hitboxes to better match the animation, hitbox is now bigger
- o Removed hurt box disjoint
- o Knockback: 7 to 6
- o Knockback growth: 0.5 to 0.7
- o Hitbox active frames: 5 to 3
- o Startup: 12 to 8 frames
- o End lag: 13 to 15 frames
- o Fixed bug with whiff flag being applied to the wrong window
- • Up Aerial
- o Removed disjoint
- o Fixed hurt box
- o Transformed the hitbox into a black hole (or “Improved the move’s lerping system” for a nerdier description)
- o Added visual effects
- • Down Aerial
- o Modified Sprite Animation
- o Updated hitboxes to better match the animation, hitbox is now smaller
- • Normal Special
- o Fixed glitch where Fernet will still get hit pause and invincibility frames when an enemy hits the sphere, nobody noticed this so yeah, 1.0 is far broken than it looks like
- o Fixed glitch where an enemy will still get hit by the sphere on the rebound after hitting it, done so by duplicating the number of frames required to materialize after being hit by an enemy
- o Star (sphere, ball, whatever you wanna call it) no longer costs one level when you call it back
- o Distance traveled by sphere after being hit by an enemy is 50% more
- o Duration of the visual effect casted upon the enemy reduced by half
- o Ok so I added whatever is called when stuff bends after you hit them really hard in cartoons to the spheres, the hit “feels” more realistic now
- o Base Hit pause: 8 to 7
- o Hit pause growth: 0 to 0.8
- • Normal + Special
- o Hit pause growth: 0.5 to 0.8
- • Forward Special
- o Fixed hurt box
- o Removed disjoint
- o Angle changed from 30 to 85
- o When Fernet is hit, she fumbles the sphere from her hand like the idiot she is instead of disappearing completely
- • Up Special
- o Modified Sprite Animation to better match the hitbox (for real guys I just had to move the layer with the fire like 5 pixels to the left and it worked fine)
- o Added visual effects
- • Down Special
- o The move was redesigned to be a Marvel vs Capcom launcher, blame Usagi for this
- o The move is now jump cancellable on the second hit as a result of the previous thing
- o Hitbox divided in 2, the initial hitbox draws opponents towards fernet, the second is the explosion itself
- o Explosion size changed from 150 to 110
- o Hit pause growth: 0.7 to 0.6
- o Startup Frames: 15 to 10
- o Angle: 45 to 90
- o Active Frames: 2 to 1 frames (both hit boxes)
- o Fixed Visual bug where explosion gets duplicated
- o Given an actual reason to be used
- • Miscellaneous
- o Updated Character description in CSS
- Official Release 1.1, Fernet, the Stars Right Hand!
- Use Neutral special to create energy spheres that you can move around with normals, aerials and Forward special
- Neutral special + Normal attack spawns an aditional form of the sphere, called the 'Catooken'
- o Added note to try to not make a patch note worth 3 pages next time
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