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Sep 28th, 2021
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  1. • Jab
  2. o Removed disjoint
  3. o Updated Hitbox position and size to match animation
  4. • Forward Strong
  5. o Removed That cool purple fire cuz apparently “didn’t matched the hitbox” or smth
  6. o The sound was changed accordingly
  7. o Knockback: 9 to 10
  8. o Knockback growth: 1.1 to 1 as if she didn’t struggle to kill already
  9. • Up Strong
  10. o Removed extra “star” hitbox because testers and tournament goers hate fun
  11. o Added visual effects
  12. o Hit pause: 15 to 10
  13. • Down Strong
  14. 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
  15. 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 %
  16. o Removed disjoint on Hitbox 1
  17. 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
  18. o Hitbox 2 no longer extends past the ground so you can actually have a chance at recovering
  19. o Added visual effects
  20. o Knockback: 8 to 9
  21. o Knockback growth: 1.25 to 1
  22. • Forward Tilt
  23. o Fixed hurt box
  24. • Up Tilt
  25. o Removed disjoint
  26. • Down Tilt
  27. o Removed disjoint
  28. o Im not making it Jump cancelable, Delta
  29. o Hit box lifetime: 4 to 3 frames (both hitboxes)
  30. • Normal Aerial
  31. o Modified Sprite Animation
  32. o First part of the attack (Knee)
  33.  Updated hitboxes to better match the animation, hitbox is now bigger
  34. o Second part of the attack (Foot)
  35.  Duration: 6 to 3 frames
  36.  Startup: 3 to 2 frames
  37.  End lag: 12 to 15 frames
  38. • Forward Aerial
  39. o Modified Sprite Animation
  40. o Updated hitboxes to better match the animation, hitbox is now bigger
  41. o Removed hurt box disjoint
  42. o Hitbox active frames: 3 to 4 frames
  43. o End lag: 14 to 12 frames
  44. • Back Aerial
  45. o Turned smear into a freaking ovni so the move can still be big but not misleading
  46. o Updated hitboxes to better match the animation, hitbox is now bigger
  47. o Removed hurt box disjoint
  48. o Knockback: 7 to 6
  49. o Knockback growth: 0.5 to 0.7
  50. o Hitbox active frames: 5 to 3
  51. o Startup: 12 to 8 frames
  52. o End lag: 13 to 15 frames
  53. o Fixed bug with whiff flag being applied to the wrong window
  54. • Up Aerial
  55. o Removed disjoint
  56. o Fixed hurt box
  57. o Transformed the hitbox into a black hole (or “Improved the move’s lerping system” for a nerdier description)
  58. o Added visual effects
  59. • Down Aerial
  60. o Modified Sprite Animation
  61. o Updated hitboxes to better match the animation, hitbox is now smaller
  62. • Normal Special
  63. 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
  64. 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
  65. o Star (sphere, ball, whatever you wanna call it) no longer costs one level when you call it back
  66. o Distance traveled by sphere after being hit by an enemy is 50% more
  67. o Duration of the visual effect casted upon the enemy reduced by half
  68. 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
  69. o Base Hit pause: 8 to 7
  70. o Hit pause growth: 0 to 0.8
  71. • Normal + Special
  72. o Hit pause growth: 0.5 to 0.8
  73. • Forward Special
  74. o Fixed hurt box
  75. o Removed disjoint
  76. o Angle changed from 30 to 85
  77. o When Fernet is hit, she fumbles the sphere from her hand like the idiot she is instead of disappearing completely
  78. • Up Special
  79. 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)
  80. o Added visual effects
  81. • Down Special
  82. o The move was redesigned to be a Marvel vs Capcom launcher, blame Usagi for this
  83. o The move is now jump cancellable on the second hit as a result of the previous thing
  84. o Hitbox divided in 2, the initial hitbox draws opponents towards fernet, the second is the explosion itself
  85. o Explosion size changed from 150 to 110
  86. o Hit pause growth: 0.7 to 0.6
  87. o Startup Frames: 15 to 10
  88. o Angle: 45 to 90
  89. o Active Frames: 2 to 1 frames (both hit boxes)
  90. o Fixed Visual bug where explosion gets duplicated
  91. o Given an actual reason to be used
  92. • Miscellaneous
  93. o Updated Character description in CSS
  94.  Official Release 1.1, Fernet, the Stars Right Hand!
  95.  Use Neutral special to create energy spheres that you can move around with normals, aerials and Forward special
  96.  Neutral special + Normal attack spawns an aditional form of the sphere, called the 'Catooken'
  97. o Added note to try to not make a patch note worth 3 pages next time
  98.  
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