Patchnotes for v1.05, since that’s been officially out for a couple days. Under a read me because LONG.
10/23/2022
GENERAL
- Character select and options now have music, just testing it out.
- Default MUGEN menu noises swapped out.
- Finished reworks on Sinestro, Sandman, Donovan, Ice, Iron Man, Vulture, Zangief, Batman, Jubilee, Bane, and Nrvnqsr Chaos.
- Donovan now has in-game movelist set up.
- Zangief now has character select anims and an in-game movelist set up.
- Much like the couple of last patches, addition of new palettes for some characters. In this case, shoutouts to Phi-01
-- for also helping me by outright creating some of them as well as the ones I have added either from pre-existing sources
-- or straight up have made from scratch myself.
- Universal health has been doubled from 1000 to 2000. This was gonna come eventually in some form, being in my head even
-- since the initial rough draft, but as several players have shown, I think the time has more than come for this, and
-- especially with tag matches now being best-of-1 instead best-of-3. I'll dial it back if it ends being /too/ beefy,
-- but for now I'll just let it hang and see how that goes.
- Tweaked jump physics properties of the "MvC2-styled" characters to be more in line with the rest of the cast.
- Tweaked superjump heights/properties to be more consistent with the taller super-jumps of the "MvC2-styled"
-- characters and also to just generally be less wildly different across the board.
- Fixed issue with most characters not auto-facing the opponent if immediately acting after landing.
- Univesal base hitstun amount for grounded lights on grounded opponents is now slightly higher.
- Standing heavies, while still affecting the hitstun decay rate for most grounded normals (Besides sweep and launcher)
-- on hit, will no longer have their own hitstun affected by the decay rate on hit on grounded opponents.
- Super Pause effect for many supers has been tweaked to no longer make them near impossible to confirm into or
-- otherwise suffer from being borderline useless in general.
- Addition of victory themes for Arcueid and Nrvnqsr Chaos.
- Much like other ScruffyDragon stages before it, track for the "Trans-Siberian Express" stage has been
-- been changed for the time being to prevent any potential issues with streaming this game.
- Track for "Spooky London" (Stage for Gentleman Ghost) swapped out, now uses a similar "Round 1/Post Round 1" track swap
-- to what "Gold Mine Assault" currently uses.
- Luke Cage now has a new stage in "Brooklyn Backstreets", his former stage, "Avengers Tower", has been removed for being
-- a pile of garbage (Or in more professional terms, I thought it just looked overall bad, had a boring track, and overall
-- just did not seem worth keeping in this, especially now that Luke has a replacement stage for it).
- Track for "Atlantian Waters" (Stage for Aquaman) yet again changed.
- Superman now has a new stage in "Metropolis Streets", his former stage, "Metropolis Rooftop" has been removed.
- Fixed the dim lighting on "Wayne Manor Ruins" (Stage for Bane) so it should no longer be an issue.
- Track for "Gotham's Clocktower" (Stage for Batman) has been changed.
- Sunlight effect on "City Beach stage (Stage for Sandman) has been significantly dimmed down to avoid making UI
-- elements too difficult to parse mid-match.
- Kyle Rayner now has his own separate stage in Oa Central Battery.
- Solomon Grundy now has a new stage in "Grundy's Grave", his former stage, "Near Belle Reve" will remain in-game,
-- albeit unassigned for the time being.
- Donovan now has a new stage in "Brazilian Forest", his former stage, "Under Moonlight" will remain for the
-- time being, albeit as a non-character-specific stage (Will probably go to Psylocke if/when she's added).
- Added stage for Zangief (UWCF Arena).
- Boss character Parasite now has his own stage (S.T.A.R. Labs).
- Addition of "Gotham Church Roof" stage (Stage for Scarecrow).
- Addition of "Gold Mine Assault" stage (Currently assigned to no one).
- Addition of "Golden Gate Bridge" stage (Currently assigned to no one).
- Addition of "White House Incident" stage (Stage for Taskmaster).
- Addition of "Gerdenheim Laboratory" stage (Stage for Victor).
- Victory themes added for Victor and Zangief.
- Win quotes completed for Zangief
CHARACTER SPECIFIC
CHARS FROM PREVIOUS PATCHES
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GREEN ARROW
- Set up intros against Supergirl and Superman.
- st. HK now has 1 more frame of startup.
- All single arrows from Normal Arrow (QCF+P) and Air Normal Arrow (QCF+P, midair) now do somewhat
-- more damage and slightly more chip.
- LP version of Bow Attack (DP+P) now does somewhat more damage and slightly more meter gain.
- MP version of Bow Attack (DP+P) now does slightly more meter gain.
- Tactical Shot (QCB+P) now does somewhat more damage, slightly more chip, and somewhat more
-- meter gain.
- Fast Arrows (QCF+PP) now does somewhat more damage.
- Super pause timing for Fast Arrows (QCF+PP) has been retweaked.
- Super pause timing for Hyper Trick Arrow (QCF+KK) has been retweaked.
- Super pause timing for Bomb Arrow (QCB+KK) has been retweaked.
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AQUAMAN
- Set up intros with Lobo and Zangief.
- Forward ground dash modified into an outright run.
- st. HP no longer does hard knockdown on hit on airborone opponents.
- The LP version of Trident of Atlantis (QCF+P) now does somewhat more damage and slightly more chip.
- The MP version of Trident of Atlantis (QCF+P) now does slightly more damage.
- Shark Attack (QCB+P) can now be cancelled into out of all grounded normals on contact.
- Harpoon (QCF+K) now does slightly more damage, slightly more chip (And chip at all now), and slightly
-- more meter gain.
- Flash Flood (QCF+PP) now does somewhat more damage.
- Orca from Orca Smash (QCB+PP) now surfaces closer to where Aquaman originally started to make it
-- less infuriating to actually confirm into, as well as just hitting it in general.
- Orca Smash (QCB+PP) now does noticeably more damage.
- Deep Sea Assault (QCF+KK) now does somewhat more damage.
- Removed Dolphin Ride (QCB+KK) for being far too bizarrely functioning.
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THE THING
- Set up intro against Dr. Doom and Hulk.
- Now having access to the console version of MUA1 and its better quality voice files, took the time to clean
-- up pretty much all of his voice clips.
- Power Back Hand (QCF+LP) now does slightly more damage.
- Power Punch (QCF+MP) now does slightly more damage and slightly more meter gain.
- Ground Smash (QCB+LP) now does slightly more damage.
- It's Clobberin' Time (QCF+PP) now does noticeably less damage.
- Super pause timing for It's Clobberin' Time (QCF+PP) has been retweaked.
- Rock Melee (QCB+PP) has been renamed to Stone Cold Upper.
- Stone Cold Upper (QCB+PP) now has 2 more frames of startup and does somewhat more damage.
- Truck Dump (QCF+KK) now has 17 less frames of startup and does noticeably less damage.
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WOLVERINE
- All version of Berserker Barrage (QCF+P) now do noticeably more damage.
- All versions of Lethal Lunge (QCB+P) and Air Lethal Lunge (QCB+P, midair) now do somewhat more damage and are now
-- non-super projectile invuln.
- All versions of Dive Kick (QCF+K) now do slightly more damage.
- Berserker Barrage X (QCF+PP) now does slightly more damage and somewhat more chip.
- Super pause timing for Berserker Barrage (QCF+PP) has been retweaked.
- Weapon X (DP+PP) now does noticeably more damage.
- Super pause timing for Weapon X (DP+PP) has been retweaked.
- Claw Frenzy (QCB+PP) now does somewhat more damage.
- Super pause timing for Claw Frenzy (QCB+PP) has been retweaked.
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SABRETOOTH
- Berserker Claw (QCF+P) now does somewhat more damage and slightly more meter gain.
- Talon Fury (DP+P) now does slightly more damage.
- Deadly Run (QCB+P) now does somewhat more damage.
- Wild Fang (QCF+K, Air OK) can now also be performed midair, as well as now being confirmable into from all normals
-- on contact.
- Wild Fang (QCF+K, Air OK) now does slightly more damage and slightly more meter gain.
- Both of Sabretooth's attacking supers now properly freeze airborne opponents on hit long enough to properly confirm
-- on them.
- Berserker Claw X (QCF+PP) now does significantly more damage.
- Super pause timing for Berserker Claw X (QCF+PP) has been retweaked.
- Feral Rampage (QCB+PP) now does significantly more damage.
- Super pause timing for Feral Rampage (QCB+PP) has been retweaked.
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HULK
- Set up intro against Superman.
- Set up win pose against The Thing.
- Couple oddities regarding Hulk's frame data (Some crouching kick normals hitting HIGH instead of low, cr. HK not
-- doing similar damage to Hulk's other heavy normals).
- Raw st. HP now does slightly more damage and hits overhead.
- j. HP now has 3 more frames of recovery and has less vertical pushback for Hulk.
- Grab part of Boulder Toss (QCF+P) now does noticeably more damage.
- Dive Kick (QCF+P, midair) now has 12 less frames of recovery.
- Gamma Quake (QCB+P) now does somewhat more meter gain.
- Gamma Tornado (HCB+P) now does slightly more damage.
- Gamma Tornado (HCB+P) now has damage applied when leaving Hulk's hands instead of when they touch the floor.
- Fixed Hulk being counted as standing for the first few frames of Gamma Spear (QCF+K, Air OK), even if performed
-- while airborne.
- ALL versions of Gamma Charge now do somewhat more damage and slightly more meter gain.
- Super pause timing for Hyper Gamma Quake (QCF+PP) has been retweaked.
- Hulk SMASH (QCF+KK) can no longer be cancelled into out of whiffed normals.
- Hulk SMASH (QCF+KK) now does somewhat more damage.
- Super pause timing for Hulk SMASH (QCF+KK) has been retweaked.
- Super pause timing for Gamma Crush (QCB+KK) has been retweaked.
- World Tearing Gamma Crush (QCF+PK) now does severely more damage.
- Super pause timing for World Tearing Gamma Crush (QCF+PK) has been retweaked.
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HUITZIL
- Frozen Laser Stand (QCF+P) now does somewhat more damage and slightly more meter gain,
-- beam itself also starts spawning 6 frames sooner.
- Air Frozen Laser Stand (QCF+P) now does somewhat more damage and slightly more meter gain.
- Anti-Air Frozen Beam (DP+P) now does somewhat more damage and slightly more meter gain.
- Aztec Missile (QCB+P) now does somewhat more damage and slightly less chip.
- Frozen Laser Crouch (QCF+K) now does somewhat more damage and slightly more meter gain,
-- beam itself also starts spawning 4 frames sooner.
- Hyper Frozen Laser (QCF+PP) now does noticeably more damage.
- Super pause timing for Hyper Frozen Laser (QCF+PP) has been retweaked.
- Air Hyper Frozen Laser (QCF+PP, midair) now does noticeably more damage.
- Super pause timing for Air Hyper Frozen Laser (QCF+PP, midair) has been retweaked.
- Air Annihilation (QCB+PP) now does noticeably more damage.
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LILITH AENSLAND
- All of Lilith's standard aerial normals now properly follow the standard frame data for this project
-- instead of still being Capcom Marvel styled (Beating myself over the head for letting this stay this
-- way for so long now).
- j. LP is now less active by 16 frames, subsequently also having 16 less frames of recovery.
- j. MP now has 1 more frame of startup, is more active by 2 frames, and now has 7 less frames of recovery.
- j. HP now has 2 more frames of startup and 5 less frames of recovery.
- j. LK is now less active by 16 frames and has 3 more frames of recovery (And recovery at all now).
- j. MK now has 1 more frame of startup and 11 less frames of recovery.
- j. HK now has 2 more frames of startup, is more active by 4 frames, and has 6 less frames of recovery.
- Lilith no longer left helpless until grounded again after landing a Gleeful Dive (D+HK, midair).
- Soul Flash (QCF+P, Air OK) now does somewhat more damage.
- Mystic Arrow (QCB+P, Air OK) can now also be initiated midair, and now also has invuln to normal and
-- special level projectiles for the same duration as its pre-existing invuln to normal throws and non-super
-- command grabs.
- Mystic Arrow (QCB+P, Air OK) now does noticeably more damage.
- Mirage Blade (QCF+PP) now does significantly reduced damage, slightly less chip, and can now also be
-- confirmed into from Soul Flash (QCF+P, Air OK) on hit.
- Luminous Illusion (Air OK) now does noticeably more damage.
- Splendor Love (DP+KK) now does somewhat more damage.
- Replenishing Sprinle (QCB+KK, Air OK) now does somewhat more damage.
- Super pause timing for Replenishing Sprinkle (QCB+KK, Air OK) has been retweaked.
- Input for Gloomy Puppet Show! has been changed from (HCB+PP) to (QCF+PK)
- Gloomy Puppet Show! (QCF+PK) now does severely more damage.
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SPIDER-MAN
- st. MP now has 1 more frame of startup and is now less active by 3 frames, subsequently also having 3 less
-- frames of recovery as well.
- st. HP now has 2 more frames of startup and 2 less frames of recovery.
- st. MK is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. MP now has 1 more frame of startup, is now less active by 4 frames, and has 1 less frame of recovery.
- cr. HP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. MK is now less active by 3 frames, subsequently also having 3 less frames of recovery as well.
- cr. HK now has 4 less frames of recovery.
- j. MP now has 1 more frame of startup, is less active by 4 frames and has 1 less frame of recovery,
-- totalling to 5 less frames of recovery overall.
- j. MK now has 1 more frame of startup, is less active by 4 frames and has 1 less frame of recovery,
-- totalling to 5 less frames of recovery overall.
- j. HK now has 1 more frame of startup and is less active by 2 frames.
- Spider Sting (DP+P) now has proper pre-active DP invuln.
- Web Throw (HCB+P) now does noticeably less damage.
- Horizontal speed when jumping back towards backwall for Maximum Spider (QCF+PP) has been significantly
-- increased. Among other things, this finally fixes the long standing issue of Spider-Man failing to reach
-- the back wall because the camera moved over in the same direction he was going towards.
- Super pause timing for Maximum Spider (QCF+PP, Air OK) has been retweaked.
- Ultimate Web Throw (QCB+PP, Air OK) now does noticeably less damage.
- Super pause timing for Ultimate Web Throw (QCB+PP, Air OK) has been retweaked.
- Crawler Assault (QCF+KK) now does noticeably less damage and no longer hits OTG.
- Super pause timing for Crawler Assault (QCF+KK) has been retweaked.
- Web Punchbag (QCB+KK) now has 6 less frames of startup and does somewhat more damage.
- Super pause timing for Web Punchbag (QCB+KK) has been retweaked.
- One for J.J. (QCB+PK) removed for being somewhat redundant alongside Spider-Man's other supers.
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DESPERO
- Some more additional cleanup on boxes, primarily related to normals and supers.
- st. MP now has 1 less frame of startup, is less active by 2 frames, and has 1 more frame of recovery.
- st. HP now has 1 more frame of recovery.
- st. MK now has 1 less frame of startup, is more active by 1 frame, and has 2 less frames of recovery.
- st. HK now has 1 more frame of startup and is less active by 2 frames, subsequently also having 2 less
-- frames of recovery as well.
- cr. LP is now more active by 1 frame and has 1 less frame of recovery.
- cr. MP now has 1 less frame of startup.
- cr. HP is now less active by 2 frames, subsequently also having 2 less frames of recovery as well.
- cr. LK now has 1 less frame of startup and is more active by 1 frame.
- cr. MK now has 1 less frame of startup and is less active by 1 frame, subsequently also having 1 less frame
-- of recovery as well.
- j. HP now has 1 more frame of recovery.
- j. LK now has 1 more frame of startup and is less active by 1 frame and has 1 less frame of recovery, totalling
-- to 2 less frames of recovery overall.
- j. MK now has 1 less frame of startup, is active by 1 less frame, and has 1 more frame of recovery.
- j. HK now has 2 more frames of startup and is now less active by 3 frames, subsequently also having 3 less frames
-- of recovery as well.
- All grounded versions of Despero Beam (QCF+P, Air OK) now have 1 more frame of recovery.
- Confirming out of Despero Beam (QCF+P, Air OK) in general has been retweaked, and should hopefully now be significantly
-- less awkward to do than prior.
- Air Body Rush (QCB+P, midair) now does similar damage and chip to the grounded versions.
- Leaping Backbreaker (QCF+K) now has invuln to non-super projectiles.
- Fixed hard knockdown from all versions of Might of Py'tar (QCB+K) being techable, all versions also now do
-- slightly more meter gain.
- Guys from Staff Guy Summon (P+K) now properly go away on hit.
- Despero Ranbu (QCF+PP) now has 8 less frames of startup.
- Despero Ranbu (QCF+PP) now does noticeably more damage.
- Super pause timing for Despero Ranbu (QCF+PP) has been reworked.
- Energy Blaster (QCB+PP) now does hard knockdown on hit on airborne opponents.
- Energy Blaster (QCB+PP) now does somewhat more damage.
- Super pause timing for Energy Blaster (QCB+PP) has been reworked.
- Air Energy Blaster (QCB+PP, midair) now does somewhat more damage.
- Super pause timing for Air Energy Blaster (QCB+PP, midair) has been reworked.
- Hyper Might of Py'tar (QCF+KK) can now also be confirmed into out of the grounded versions of Despero Beam (QCF+P, Air OK)
-- and Body Rush (QCB+P) on contact.
- Super pause timing for Hyper Might of Py'tar (QCF+KK) has been reworked.
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COLOSSUS
- Confirmed-into version of st. HP now does slightly more damage.
- st. HK now has 2 more frames of startup and 2 less frames of recovery.
- j. LP now has 1 less frame of startup and 1 less frame of recovery.
- j. MP now has 1 less frame of startup and 2 more frames of recovery.
- j. LK now has 1 less frame of startup and 5 less frames of recovery.
- j. MK now has 1 more frame of startup and 2 less frames of recovery.
- j. HK is now less active by 5 frames, subsequently also having 5 less frames of recovery.
- All versions of Power Tackle (QCF+P) and Air Power Tackle (QCF/QCB + P, midair) now do slightly more damage
-- and slightly more chip.
- All verisons of Ground Lift (QCB+P) now do somewhat more damage.
- Giant Swing (QCF+K) now does slightly more damage and is now armored again.
- Siberian Express (QCF+PP) now does somewhat more damage.
- Super pause timing for Siberian Express (QCF+PP) has been reworked.
- Power Dive (QCB+PP) now does somewhat more damage.
- Super pause timing for Power Dive (QCB+PP) has been reworked.
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LUKE CAGE
- Now having access to the console version of MUA1 and its better quality voice files, took the time to clean
-- up pretty much all of his voice clips.
- Chain Gang (QCB+P) now does somewhat more damage.
- Spin Cycle (QCF+K) now does somewhat more damage.
- All versions of Roadhouse Blues (QCB+K) now do somewhat more damage.
- Power Fist (QCF+PP) now does noticeably more damage.
- Super pause timing for Power Fist (QCF+PP) has been reworked.
- Sweet X-Mas (QCB+PP) now has 20 less frames of recovery.
- Super pause timing for Sweet X-Mas (QCB+PP) has been reworked.
- Super Spin Cycle (QCF+KK) now does slightly more damage.
- Super pause timing for Super Spin Cycle (QCF+KK) has been reworked.
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DR. DOOM
- Special intros for Fantastic Four members, Magneto, and Wolverine are now character specific instead of a shared pool.
- Set up intros against Arcueid, Captain America, and Luke Cage.
- Fixed issue with Doom's specials not properly doing meter gain.
- The LP version of Plasma Beam (QCF+P) now does somewhat more damage.
- The MP version of Plasma Beam (QCF+P) now does slightly more damage.
- The HP version of Plasma Beam (QCF+P) now does slightly less damage.
- All versions of Air Plasma Beam (QCF+P, midair) now do the same damage and meter gain as their corresponding strength
-- Plasma Beam (QCF+P) version.
- The MP and HP versions of Air Plasma Beam (QCF+P, midair) now have more fitting recovery instead of recovering /faster/
-- than the LP version.
- Photon Shot (QCB+P) now does somewhat more damage.
- Air Photon Shot (QCB+P, midair) now does somewhat more damage.
- Shield Charge (QCF+K) now does somewhat more damage.
- Shield (QCB+K) now does somewhat more damage.
- Laser Gun (QCB+K, midair) now does somewhat more damage.
- Mega Plasma Beam (QCF+PP) now has 13 less frames of startup and does slightly more damage.
- Photon Array (QCB+PP) now does somewhat more damage.
- Air Photon Array (QCB+PP) now does somewhat more damage.
- Doom Time (QCF+PK) now does severely more damage.
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SUPERGIRL
- j. MP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- cr. HP now does slightly more meter gain (Putting it more in line with standard heavy normal meter gain).
- j. MK now has 1 less frame of startup, is less active by 2 frames, and has 1 more frame of recovery.
- j. HK now has 2 more frames of startup, is more active by 3 frames, and has 2 less frames of recovery.
- LP and MP versions of Dash Punch (QCF+P) now do slightly more damage and slightly more chip.
- HP version of Dash Punch (QCF+P) now does slightly more damage.
- Flying Punch (QCF+P, midair) now does slightly more damage.
- All versions of Heat Vision (QCB+P) now do slightly more damage and now do knockdown on hit
-- on airborne opponents (HP version also no longer does knockdown on grounded opponents).
- Downward Heat Vision (QCB+P, midair) now does slightly more damage and knockdown on hit on
-- airborne opponents.
- Dive Kick (QCF+K, midair) now does slightly more damage.
- Rising Supergirl (DP+K) now does somewhat more damage.
- Argoan Rush (QCF+PP) now does noticeably more damage.
- Air Argoan Rush (QCF+PP, midair) now does noticeably more damage.
- OTG limiter for infinite prevention now in place for Mighty Ground Pound (QCB+PP).
- Super pause timing for Mighty Ground Pound (QCB+PP) has been reworked.
- Uncharged Mighty Ground Pound (QCB+PP) now does somewhat more damage.
- Charged Mighty Ground Pound (QCB+PP) now does somewhat more damage.
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ALEX
- st. LP is now more active by 2 frames and has 2 less frames of recovery.
- st. MP now has 1 more frame of startup.
- st. HP now has 1 less frame of startup, is more active by 4 frames, and has 2 less frames of recovery.
- st. LK now has 1 less frame of startup, is more active by 1 frame, and has 1 less frame of recovery.
- st. MK now has 1 less frame of startup, is more active by 1 frame, and has 1 less frame of recovery.
- st. HK now has 2 less frames of startup, is more active by 3 frames, and has 1 less frame of recovery.
- cr. LP now has 2 less frames of recovery.
- cr. MP is now more active by 1 frame and has 2 less frames of recovery.
- cr. LK now has 1 less frame of startup, is more active by 2 frames, and has 4 less frames of recovery.
- cr. MK now has 1 less frame of startup, is more active by 2 frames, and has 1 less frame of recovery.
- cr. HK is now more active by 3 frames and has 4 less frames of recovery.
- j. LP now has 1 more frame of startup.
- j. MP now has 1 more frame of startup and is active by 1 more frame.
- j. HP now has 3 more frames of startup and 3 less frames of recovery.
- j. LK is now less active by 2 frames and has 1 less frame of recovery.
- j. MK now has 1 less frame of startup and 1 more frame of recovery.
- j. HK now has 2 less frames of recovery.
- All versions of Flash Chop (QCF+P) now do slightly more damage, slightly less chip, and slightly more meter gain.
- Power Bomb (QCB+P) now does somewhat noticeably more damage and slightly more meter gain.
- Air Power Bomb (QCF+P, midair) now does noticeably more damage and slightly more meter gain.
- Spiral DDT (QCF+K) now does somewhat more damage.
- All versions of Stomp (QCB+K, Air OK) now does slightly more damage and slightly more meter gain.
- Boomerang Raid (QCF+PP) now does noticeably more damage.
- Hyper Bomb (QCB+PP) now does noticeably more damage.
- Stun Gun Headbutt (QCF+KK) now does noticeably more damage.
- Superplex (QCB+KK) now does noticeably more damage.
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HAL JORDAN
- Set up intro against Batman.
- Set up win poses against Green Arrow and Sinestro.
- st. HK no longer does vertical knockback on hit on grounded opponents.
- j. LK is now less active by 1 frame and has 1 less frame of recovery, totalling to 2 less frames of
-- recovery overall.
- j. MK now has 1 less frame of startup and 2 less frames of recovery.
- j. HK now has 1 less frame of startup and 1 less frame of recovery.
- All versions of Ring Strike (QCF+P) now do somewhat more damage and slightly more meter gain.
- Fixed issue causing MP and HP versions of Ring Strike (QCF+P) not properly allowing Hal to cancel
-- into supers from them on contact.
- Emerald Swordsman (QCF+P, midair) now does somewhat more damage.
- Buzzcut (QCB+P) now has invuln to aerial normals and aerial normal-level projectiles.
- Charging Ram (QCF+K) now does knockdown on hit.
- Air Charging Ram (QCF+K, midair) now does knockdown on hit.
- Plasma Sphere (QCB+K) now does noticeably more damage.
- Knockout (QCF+PP, Air OK) now does noticeably more damage.
- Super pause timing for Knockout (QCF+PP, Air OK) has been reworked.
- Ion Force (QCB+PP) now does severely less damage.
- Super pause timing for Ion Force (QCB+PP, Air OK) has been reworked.
- Super pause timing for Emerald Knight (QCF+KK) has been reworked.
- Ring Slinging (Formerly QCB+KK) has been outright removed, mostly for being either completely useless or doing FAR
-- too much damage for its own good.
- Soldier of Oa has had its input changed from (QCB+PK) to (QCB+KK), and also starts up significantly faster now.
- Smackdown (QCF+PK) now does somewhat more damage and slightly less chip.
- Super pause timing for Smackdown (QCF+PK) has been reworked.
- Card Destruction (QCF+PK) now does severely more damage.
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ARCUEID BRUNESTUD
- j. LP is now more active by 1 frame and has 1 less frame of recovery.
- j. MP is now less active by 1 frame, has 3 less frames of recovery, and now only strikes once.
- j. HP now has 2 more frames of startup and is more active by 2 frames.
- j. LK is now more active by 1 frame and has 1 less frame of recovery.
- j. MK now has 1 less frame of startup and is less active by 3 frames and has 1 less frame of recovery,
-- totalling to 4 less frames of recovery overall.
- j. HK now has 1 less frame of startup and 1 less frame of recovery.
- Dissection (QCF+P) now does slightly more damage and slightly more meter gain, all followups now do somewhat
-- more damage and somewhat more meter gain.
- Quiet! (DP+P) now does slightly more meter gain.
- Joint Knocker (QCB+P) now does slightly more damage and slightly more meter gain.
- All versions of Force Faiya (QCF+K) now do somewhat more damage.
- LK version of Force Faiya (QCF+K) now does slightly more meter gain.
- MK version of Force Faiya (QCF+K) now does somewhat more meter gain.
- LK and MK versions of What are you doing...! (DP+K) now do slightly more meter gain.
- HK version of What are you doing...! (DP+K) now does somewhat more meter gain.
- Grab from HK version of Over here, over here! (RDP+K) now does somewhat more damage.
- Force Ring (HCB+K) now does slightly more damage and slightly more chip.
- Super Claw Blitz (QCF+PP) now has 7 less frames of startup and does noticeably more damage.
- Super pause timing for Super Claw Blitz (QCF+PP) has been reworked.
- Super Joint Knocker (QCB+PP) now has 4 less frames of startup and does noticeably more damage.
- Super pause timing for Super Joint Knocker (QCB+PP) has been reworked.
- Super Force Faiya (QCF+KK) now has 4 less frames of startup, does noticeably more damage, and slightly more chip.
- Super pause timing for Super Force Faiya (QCF+KK) has been reworked.
- Marble Phantasm (QCF+PK) now does severely more damage.
- Super pause timing for Marble Phantasm (QCF+PK) has been reworked.
- True Ancestor's Power (QCB+PK, Air OK) now does severely more damage.
;---------------------------------------------------------------------------------
GAMBIT
- Both versions of LP Kinetic Card (QCF+P) now do somewhat more damage.
- Both versions of MP Kinetic Card (QCF+P) now do somewhat more damage.
- Both versions of HP Kinetic Card (QCF+P) now do somewhat more damage.
- All the aforementioned damage and chip changes to Kinetic Card (QCF+P) above also apply to the corresponding
-- versions of Air Kinetic Card (QCF+P, midair) and Trick Card (QCB+P).
- LK version of Cajun Strike (QCF+K, midair) now does slightly more damage.
- MK version of Cajun Strike (QCF+K, midair) now does slightly more damage.
- Royal Flush (QCF+PP) now does noticeably more damage.
- Cajun Strike X (QCB+PP) now has 13 less frames of startup and does noticeably more damage.
- Cajun Slash X (DP+KK) now does somewhat more damage.
;---------------------------------------------------------------------------------
CAPTAIN AMERICA
- Set up intros against Batman, Beast, Iron Man, Luke Cage, Metallo, Quicksilver, Sandman, Scarlet Witch,
-- and Steel.
- All versions of Shield Slash (QCF+P, Air OK) now do slightly more damage.
- Aerial versions of Shield Slash (QCF+P, Air OK) are now correctly registered as aerial projectiles
-- instead of standing projectiles.
- All versions of Stars N' Stripes (DP+P) now do slightly more damage.
- Final Justice (QCF+PP) now does somewhat less damage.
- Super pause timing for Final Justice (QCF+PP) has been reworked.
- Hyper Stars N' Stripes (QCB+PP) now does somewhat less damage.
- Super pause timing for Hyper Stars N' Stripes (QCB+PP) has been reworked.
- Hyper Charging Star (QCB+KK) now does noticeably less damage.
;---------------------------------------------------------------------------------
HAWKMAN
- Shield Bash (QCF+P, Air OK) now does slightly more damage.
- Crossbow (QCF+K, Air OK) now does slightly more damage.
- Ancient Spear (QCB+K) now does slightly more damage.
- Claw of Horus (QCF+PP, Air OK) now does severely more damage.
- Super pause timing for Claw of Horus (QCF+PP, Air OK) has been retweaked.
- Hawkgirl (QCB+PP) now does somewhat more damage.
- Super pause timing for Hawkgirl (QCB+PP) has been retweaked.
- Hawkgod (QCF+PK) now does severely more damage.
- Super pause timing for Hawkgod (QCF+PK) has been retweaked.
;---------------------------------------------------------------------------------
GENTLEMAN GHOST
- Undead Upper (QCF+K) now does slightly more damage.
- Fixed issue with being able to do either Teleport special out of a throw, causing the "thrown" opponent to be stuck in place,
-- effectively soft locking the match unless reset.
- Dire Desperado (QCB+PP) now does somewhat more damage.
- Super pause timing for Dire Desperado (QCB+PP) has been retweaked.
- Rising Revenants (QCB+KK) now does noticeably more damage.
- Super pause timing for Rising Revenants (QCB+KK) has been retweaked.
- Morbid Mount (QCF+PP) now does severely more damage.
- Super pause timing for Morbid Mount (QCF+PP) has been retweaked.
- Hell's Gates (QCF+KK) now does severely more damage.
- Super pause timing for Hell's Gates (QCF+KK) has been retweaked.
;---------------------------------------------------------------------------------
STORM
- Typhoon (QCF+P, Air OK) now does slightly more damage.
- Thunder (QCF+K, Air OK) is now correctly registered as a projectile special instead of a physical special.
- Thunder (QCF+K, Air OK) now does slightly more damage and slightly more chip.
- Lightning Storm (QCF+PP, Air OK) now does noticeably more damage.
- Super pause timing for Lightning Storm (QCF+PP, Air OK) has been retweaked.
- Super pause timing for Hail Storm (QCB+PP, Air OK) has been retweaked.
- Super pause timing for Hail Storm (QCF+KK, Air OK) has been retweaked.
- X-Men Gold Team (QCB+KK) now does severely more damage.
;---------------------------------------------------------------------------------
LEX LUTHOR
- Set up intro against Sinestro.
- Fixed issue with Mercy suddenly disappearing in "I could use a drink" winpose before it's over.
- Both Kryptonite Ray (QCF+P) and Air Kryptonite Ray (QCF+P, midair) now do slightly more damage and slightly
-- more chip. Beam fired from them now starts being active 4 frames sooner.
- Electrified Armor (DP+P) now does somewhat more damage.
- Hitboxes on the fire from Flamethrower (QCF+K) have been adjusted to make them more visually accurate.
- Flamethrower (QCF+K), both standing and crouching versions, now do somewhat more damage.
- Super pause timing for Kryptonic Blast (QCF+PP) has been retweaked.
- Failsafe Emission (QCB+PP, Air OK) now has 28 less frames of recovery,
- Super pause timing for Failsafe Emission (QCB+PP, Air OK) has been retweaked.
- Tyrant Finisher (QCF+KK) now does severely more damage.
;---------------------------------------------------------------------------------
TOYMAN
- j. HP now has 5 more frames of recovery.
;---------------------------------------------------------------------------------
THOR
- Set up intro against Etrigan.
- Aesir Missile (QCF+P, midair) now does slightly more damage and slightly less meter gain.
- LP version of Aesir Rising Hero (DP+P) now does slightly more damage and slightly less meter gain.
- MP version of Aesir Rising Hero (DP+P) now does somewhat less damage and slightly less meter gain.
- HP version of Aesir Rising Hero (DP+P) now does somewhat less damage and slightly less meter gain.
- Bifrost Break (QCF+K) now does slightly more damage.
- MK and HK versions of Bifrost Break (QCF+K) now do slightly less meter gain.
- HK version of Bifrost Break (QCF+K) is now correctly registered as a projectile special instead of a physical
-- special.
- Nordic Rage (QCF+PP) now does somewhat more damage.
- Mystic Rainfall (QCB+KK) has been reworked, with the summoned thunderbolts no longer being random and now
-- being summoned on a set timer, they can now also be halted whenever Thor has been hit or is in blockstun.
;---------------------------------------------------------------------------------
SUPERMAN
- Set up intros against Captain America, Cyborg, Deathstroke, Despero, Green Arrow, Hsien-Ko, Hulk, Iron Man, Juggernaut,
-- Mongul, Nightwing, Poison Ivy, and Taskmaster.
- Set up team intros with Alex, Aquaman, Arcueid, The Atom, Barry Allen, Batman, Captain Atom, Donovan, Green Arrow, Hal Jordan,
-- Hawkman, Ibuki, Ice, John Stewart, Kyle Rayner, Lilith, Lobo, Steel, Wonder Woman, and Zatanna.
- Set up win poses against Green Arrow, Hal Jordan, Iron Man, Lex Luthor, and Supergirl.
- Set up team win poses with Batman, Beast Boy, Cyborg, Nightwing, and Wonder Woman.
- LP and MP versions of grounded Heat Vision (QCF+P, Air OK) now do slightly more damage and slightly more meter gain.
- Super Tackle (QCF+K) now does slightly more damage and slightly more meter gain.
- Air Super Tackle (QCF+K, midair) now does slightly more damage and slightly more meter gain.
- Hyper Heat Vision (QCF+PP, midair) no longer hits OTG.
- Tsunami (QCB+KK) now does noticeably more damage.
- Super pause timing for Tsunami (QCB+KK) has been retweaked.
- Punch To The Heavens (QCF+PK) now does severely more damage.
;---------------------------------------------------------------------------------
WONDER WOMAN
- Set up intro againsts Lobo.
- Set up win pose against Aquaman.
- Magic Lasso (QCF+P) now does slightly more damage.
- The LP and MP versions of Warrior's Heart (DP+P) now do slightly more damage.
- Amazon Aegis (QCB+P) now does noticeably more damage on countering physical normals.
- Wonder Woman can now act out of/recovers faster out of Fierce Amazon (QCF+K, Air OK) than she did prior,
-- allowing her to actually followup out of it now.
- Gaea's Bound (QCF+PP) now does noticeably more damage.
- Rising Paladin Eagle (DP+PP) now does noticeably more damage.
- Royal Thrust (QCB+PP, Air OK) now does noticeably more damage.
- Themyscira Great Fall/Rising (QCF+KK, Air OK) now does severely more damage.
- Input for Warriors of Themyscira changed from (QCB+PK) to (QCF+PK).
- Warriors of Themyscira (QCF+PK) now does severely more damage.
- Fixed issue preventing Warriors of Themyscira (QCF+PK) from being used in tag matches.
;---------------------------------------------------------------------------------
LOBO
- Set up intros against Aquaman, Wonder Woman, and Zangief.
- Tweaked timing on super jump after launcher hit to make following aerial raves significantly less awkward.
- j. MK is now less active by 1 frame, subsequently also having 1 less frame of recovery as well.
- All versions of Frag! (QCF+P) now does slightly more damage and slightly more meter gain.
- Air Frag! (QCF+P, midair) now does slightly more damage.
- Bastitch Snatch (QCB+P) now does somewhat more damage.
- Mr. Hook (QCB+K) now does slightly more damage.
- Main Man Airlines (QCF+KK) now does somewhat more damage.
- Super pause timing for “Lights Out, Clyde!” (QCB+PP) has been retweaked.
- Super pause timing for Main Man Airlines (QCF+KK) has been retweaked. It also now hits OTG again.
;---------------------------------------------------------------------------------
IBUKI
- Mirror match intros set up.
- Fixed/removed being able to tech after being thrown by Ibuki.
- All versions of Neck Breaker (QCF+P) now do slightly more meter gain.
- LP version of Neck Breaker (QCF+P) now do slightly more damage.
- Kunai (QCF+P, midair) now does slightly more damage.
- Raida (QCB+P) now does noticeably more damage.
- Fixed issue where getting hit by Raida (QCB+P) would not correctly send the hit opponent back
-- to their own "hurt" state afterwards.
- All versions of Kazegiri (DP+K, Air OK) now do slightly more damage and slightly more meter gain.
- All versions of Tsumuji (QCB+K) now do slightly more damage.
- Hien (RDP+K, Air OK) now does slightly more damage.
- Yami Shigure (QCF+KK) now does somewhat more damage.
;---------------------------------------------------------------------------------
JAY GARRICK
- Mirror match intros set up.
- Helmet Toss (QCF+P) no longer does hard knockdown on hit on airborne opponents.
- Air Helmet Toss (QCF+P, midair) no longer does hard knockdown on hit on airborne opponents.
- Fast Knuckle Brawl (QCB+P) now does somewhat more damage.
- Mercury's Swift Kicks (QCB+K) now does slightly more damage.
- Tweaked physics of Air Mercury's Swift Kicks (QCB+K, midair) to prevent any shenanigans caused by Jay landing
-- before the opponent does on contact.
- Air Mercury's Swift Kicks (QCB+K, midair) now does slightly more damage.
- Fixed a hit opponent being able to be hit out of Human Whirlwind (QCF+PP) in the middle of it, effectively
-- causing a softlock as Jay would be forever trapped in that animation.
- Human Whirlwind (QCF+PP) now does noticeably more damage.
- Hyper Fast Knuckle Brawl (QCB+PP) now does noticebly more damage.
- Hyper Mercury's Swift Kicks (QCB+KK) now does noticebly more damage.
- Abrupt Stop (QCF+KK) now does severely more damage.
- Speedforce Assault (QCF+PK) now does severely more damage.
;---------------------------------------------------------------------------------
GHOST RIDER
- Mirror match intros set up.
- Flamebreath (QCF+P) now does slightly more damage.
- Spectre Sweep (QCF+P, midair) now has 5 mote frames of startup and 3 more frames of recovery.
- Fixed issue where getting hit by Flaming Fist followup Flaming Skull would not correctly send the hit opponent back
-- to their own OTG state afterwards.
- Demonic Stallion (QCF+PP) now does noticeably more damage, slightly more chip, and has once again had its damage reworked.
-- While still having a heavier impact on the final hit, the damage overall is now spread out significantly more evenly
-- throughout the super again.
- Removed recovery roll.
;---------------------------------------------------------------------------------
LADY DEATHSTRIKE
- Mirror match intros set up.
- Removed being able to move around pre-match after her intro finished.
- Berserker Barrage (QCF+P) now does slightly more damage.
- LP and MP versions of Retractable Arm (QCB+P) now does somewhat more damage and slightly more meter gain.
- HP version of Retractable Arm (QCB+P) now does slightly more damage and slightly more meter gain.
- All versions of Retractable Arm (QCB+P) can now be also be confirmed into from Berserker Barrage (QCF+P) on hit.
- All grounded versions of Striking Spin (QCF+K, Air OK) can now be also be confirmed into from
-- Berserker Barrage (QCF+P) on hit.
- Striking Spin (QCF+K, Air OK) now does slightly more damage.
- Fixed issue with Berserker Claws Counter (QCB+K) triggering proximity guard.
- Berserker Barrage X (QCF+PP) now does noticeably more damage.
- Hyper Retractable Arms (QCB+PP) now does somewhat more damage.
- Hyper Striking Spin (QCF+KK) now does somewhat more damage.
;---------------------------------------------------------------------------------
ETRIGAN
- Set up intro against Thor.
- Tweaked timing on super jump after launcher hit to make following aerial raves significantly less awkward.
- Fireball (QCF+P) now does slightly more damage and slightly more chip.
- High Flame (DP+P) now does somewhat more damage.
- Low Flame (DP+K) now does somewhat more damage.
- Hellfire (QCF+PP) now does noticeably more damage.
- Super pause timing for Hellfire (QCF+PP) has been retweaked.
- Go To Hell (QCF+KK) now does noticeably more damage.
- Winds of Hell (QCB+PP) now does noticeably more damage.
- Super pause timing for Winds of Hell (QCB+PP) has been retweaked.
- Sinners Pain is now (QCB+KK), and is now a regular super. Also now has 20 more frames of recovery and is
-- now correctly registered as a super projectile instead of a physical normal.
- Super pause timing for Sinners Pain (QCB+KK) has been retweaked.
- Dancing Blazes has been removed.
- Thunder Serpent has been removed.
- Properly removed pushback/alpha counters this time.
;---------------------------------------------------------------------------------
ICEMAN
- Mirror match intros set up.
- Set up intros against Supergirl and Superman.
- Set up team intro with Spider-Man.
- Ice Beam (QCF+P) now does slightly more damage.
- Air Ice Beam (QCF+P, midair) now does slightly more damage.
- There is now a hard limit of up to 3 Ice Walls from Ice Wall (QCB+P) up at a time.
- Ice walls from Ice Wall (QCB+P) no longer trigger proximity guard after they finish popping up.
- Ice Wall (QCB+P) now does slightly more damage.
- Artic Attack (QCF+PP, Air OK) has had the hitboxes on its projectiles adjusted to make it more consistent
-- cast-wide.
- Arctic Attack (QCF+PP, Air OK) has been made significantly quieter on contact.
- Frozen X-Venger (QCF+KK) now does somewhat more damage.
- Icicle Crash (QCB+KK) now does somewhat more damage.
;---------------------------------------------------------------------------------
POISON IVY
- Mirror match intros set up.
- Fixed issue with Ivy where it wouldn't load in a chosen non-default palette until after the first round.
- All of Ivy's crouching punch normals have been redesigned to outright be regular normals, much like was done
-- for Sinestro's helper based normals.
- cr. LP is now a regular normal.
- cr. MP is now a regular normal, also now has 12 less frames of recovery.
- LP version of Poison Kiss (QCF+P) now does somewhat more damage.
- HP version of Poison Kiss (QCF+P) now does somewhat more damage and slightly less chip.
- LP version of Floor Plant Trap (QCB+P) now does somewhat more damage.
- Poison effect from MP version of Floor Plant Trap (QCB+P) now does noticeably less damage.
- Tracking Thorns (QCB+K) now does slightly more damage.
- Plant Monster Summon (QCF+PK) now has a hard limit of up to 3 plant monsters at once.
- Spore Frenzy (QCF+PP) will now temporarily stop being active if Ivy is in hitstun or blockstun. Also now does slightly
-- more damage.
- Super pause timing for Spore Frenzy (QCF+PP) has been retweaked.
- Super pause timing for Ensnaring Frenzy (QCB+PP) has been retweaked.
- Super pause timing for Plant Frenzy (QCF+KK) has been retweaked.
- Tracking Rafflesia Stab (QCB+KK) now does somewhat more damage.
;----------------------------------------------------------------------------------
CHARS FOR THIS PATCH
;------------------------------------------------------------------------------------
SINESTRO
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Dr. Doom, Green Arrow, Huitzil, Iron Man, and Lex Luthor.
- Set up win poses against Green Arrow and Hal Jordan.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Cut out lingering static that was in some of his audio files.
- Cut out as many height discrepancies as I could that were being caused by his constant height shifting
-- during his floating up and down standing idle.
- Fixed issue with how it was detecting super jumping raw resulted in it refusing to read it.
- Taunt no longer completely lacking hurtboxes.
- st. LP is now less active by 1 frame, subsequently also having 1 less frame of recovery, does slightly
-- more damage, and slightly more meter gain.
- st. MP now has 5 less frames of startup, is less active by 2 frames and has 2 less frames of recovery,
-- totalling to 4 less frames of recovery overall, does slightly more damage, and somewhat more meter gain.
- st. HP no longer completely invuln/lacking hurtboxes.
- st. HP now has 3 less frames of startup, is less active by 3 frames, subsequently also having 3 less frames
-- of recovery, does slightly more damage, and somewhat more meter gain.
- st. LK now has 4 less frames of startup, is less active by 2 frames and has 2 less frames of recovery,
-- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- st. MK now has 3 less frames of startup, is less active by 1 frame, subsequently also having 1 less frame of
-- recovery, does slightly more damage, and somewhat more meter gain.
- st. HK now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames of
-- recovery, and does somewhat more damage.
- cr. LP now has 1 more frame of startup, is more active by 1 frame, has 1 less frame of recovery, does
-- slightly more damage, slightly more meter gain, no longer hits low, and is no longer air unblockable.
- cr. MP now has 1 more frame of startup, does slightly more damage, somewhat more meter game, no longer hits
-- low, and is no longer air unblockable.
- cr. HP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames of
-- recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 3 less frames of startup, is active for 4 less frames, has 1 more frame of recovery, does
-- slightly more damage, slightly less meter gain, and is no longer air unblockable.
- cr. MK now has 1 more frame of startup, is less active by 1 frame, subsequently also having 1 less frame of
-- recovery, does slightly more damage, and somewhat more meter gain, and is no longer air unblockable.
- cr. HK now has 2 more frames of startup, is less active by 2 frames, subsequently also having 2 less frames of
-- recovery, does somewhat more damage, somewhat more meter gain, and is no longer air unblockable.
- j. LP now has 2 less frames of recovery, does slightly more damage, and slightly more meter gain.
- j. MP now has 3 less frames of startup, is less active by 4 frames, has 2 more frames of recovery, does slightly
-- more damage, and somewhat more meter gain.
- j. HP now has 5 less frames of startup, is active for 8 less frames, has 4 more frames of recovery (And recovery
-- at all now), does somewhat more damage, somewhat more meter gain, no longer does hard knockdown on hit, and no
-- longer has a "meteor" effect on hit on airborne opponents.
- j. LK now has 3 less frames of startup, is active for 4 less frames and has 1 less frames of recovery, totalling
-- to 5 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- j. MK now has 5 less frames of startup, is active for 2 more frames, has 1 more frame of recovery, does slightly
-- more damage, and slightly less meter gain.
- j. HK now has 1 less frame of startup, 1 more frame of recovery, does slightly more damage, somewhat more meter
-- gain, and no longer does hard knockdown on hit on grounded opponents.
- Actually has a throw now!
- Can no longer cancel into any special or super from a whiffed normal.
- Ring Blast (QCF+P) now has 7 more frames of recovery, does slightly more damage, noticeably more meter gain
-- (And meter gain at all now), can now also be confirmed into from Sinister Sword (QCF+HK) on contact, and
-- Ravenous Beam (QCF+LK) on hit, and now has a separate aerial version in Aerial Ring Beam (QCF+P, midair), which
-- can also be confirmed into via all aerial normals on contact.
- Aerial Ring Blast (QCF+P, midair), now has 7 more frames of recovery.
- Cursed Axe (DP+P) now does slightly more damage, slightly more meter gain, can now also be confirmed into from
-- Sinister Sword (QCF+HK) on contact, and now has a separate aerial version in Aerial Cursed Axe (DP+P, midair),
-- which can also be confirmed into via all aerial normals on contact.
- Aerial Cursed Axe (DP+P, midair) now has 2 more frames of recovery.
- Shock Treatment (QCB+P) now does somewhat more damage, noticeably more meter gain (And meter gain at all now),
-- and the summon itself will now disappear if Sinestro is either hit or (somehow) manages to block during it.
- Ravenous Beam (QCF+LK) now has 7 less frames of recovery, does somewhat more damage, noticeably more meter gain
-- (And meter gain at all now), and now pulls opponents further in on hit. Also now has its' own self-contained
-- hitstun decay tracker to prevent using it as a self looping infinite.
- Executioner's Blade (QCF+MK) now does slightly more chip, noticeably more meter gain (And meter gain at all now),
-- can now also be confirmed into from Sinister Sword (QCF+HK) on contact, and from Ravenous Beam (QCF+LK) on hit,
-- and is now correctly registered as a standing special instead of a standing normal.
- Sinister Sword (QCF+HK) now does slightly less damage, slightly less chip, noticeably more meter gain (and meter
-- gain at all now), and can now also be cancelled into from Ravenous Beam (QCF+LK) on hit. The sword itself will
-- also now disappear if Sinestro is hit or (somehow) manages to blocks anything while it is out.
- Howling Cannon (QCB+LK) now has 4 less frames of startup, does slightly more damage, noticeably more meter gain
-- (And meter gain at all now).
- Cruel Crossfire (QCB+MK) now has 6 less frames of startup, 4 less frames of recovery, does noticeably more meter
-- gain (And meter gain at all now), and no longer hits OTG. Ring constructs will now also disappear if Sinestro is
-- hit or (somehow) manages to block anything while it is out.
- Dragon's Fire (QCB+HK) now does slightly less chip and noticeably more meter gain (and meter gain at all now).
-- Also now has a separate "confirmed into" version with 8 less frames of startup. Can now also be confirmed into
-- from Ravenous Beam (QCF+LK) on hit.
- Needle Storm (QCF+PP, Air OK) now does noticeably more damage, noticeably less chip, no longer hits OTG, and is
-- overall around 36 frames faster than it was prior. It can now also be cancelled into from Ring Blast (QCF+P),
-- Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), Ravenous Beam (QCF+LK),
-- Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and Dragon's Fire (QCB+HK) on
-- contact.
- Super pause timing for Needle Storm (QCF+PP, Air OK) has been retweaked.
- Raining Blades (QCB+PP, Air OK) now does severely more damage, no longer hits OTG and can now also be cancelled into
-- from Ring Blast (QCF+P), Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair),
-- Ravenous Beam (QCF+LK), Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and
-- Dragon's Fire (QCB+HK) on contact.
- Super pause timing for Raining Blades (QCB+PP, Air OK) has been retweaked.
- Scorpion Stinger (QCF+KK, Air OK) now does noticeably more damage, can now also be cancelled into from Ring Blast (QCF+P),
-- Aerial Ring Blast (QCF+P, midair), Cursed Axe (DP+P), Aerial Cursed Axe (DP+P, midair), Ravenous Beam (QCF+LK),
-- Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and Dragon's Fire (QCB+HK) on contact.
- Super pause timing for Scorpion Stinger (QCF+KK, Air OK) has been retweaked.
- Sinestro's Might (QCB+KK) now does severely more damage, can now be confirmed into from all grounded normals, Ring Blast (QCF+P),
-- Cursed Axe (DP+P), Ravenous Beam (QCF+LK), Executioner's Blade (QCF+MK), Sinister Sword (QCF+HK), Howling Cannon (QCB+LK), and
-- Dragon's Fire (QCB+HK) on contact. Also overall starts up much faster than prior.
- Super pause timing for Sinestro's Might (QCB+KK) has been retweaked.
OTHER NOTES (CHAR ORDER COMPLETE : 36/??)
Second lantern ring char to be reworked (And almost certainly not the last if the other currently 3 end up making it too),
out of the list of characters I picked to work on for this next patch, Sinestro kinda ended up being first almost entirely
because I liked that he conveniently filled out the gap in the bottom left corner of the as of this writing (7/6/2022)
current character select screen. Overall pretty satisfying char to work on, albeit I kinda wish I had him done a couple
days sooner, albeit there's still a couple of elements related to not being able to cut down on the damage varying of
some supers that consist of multiple different that I wish I could have tweaked more than I did.
;---------------------------------------------------------------------------------
SANDMAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intro with Spider-Man.
- Set up win pose against Spider-Man.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Can now properly "zigzag" his grounded normals.
- st. LP is now more active by 1 frame, has 5 less frames of recovery, now does slightly less damage,
-- and slightly more meter gain.
- st. MP now has 4 less frames of startup, is now less active by 1 frame and has 5 less frames of
-- recovery, totalling to 6 less frames of recovery overall, does slightly less damage, slightly
-- more meter gain, and no longer does vertical knockback on hit on grounded opponents.
- st. HP now has a separate, faster confirmed into verison.
- Raw st. HP now has 5 less frames of startup, is less active by 4 frames and has 12 less frames of
-- recovery, totalling to 16 less frames of recovery overall, does somewhat less damage, and hits
-- overhead.
- The confirmed-into version of st. HP now has 7 less frames of startup and does slightly less damage.
- st. LK now has 1 less frame of startup, is more active by 1 frame, 8 less frames of recovery, does
-- slightly less damage, slightly more meter gain, no longer hits low, no longer hits OTG, and is no
-- longer air unblockable.
- st. MK now has 4 less frames of startup, is less active by 3 frames and has 5 less frames of recovery,
-- totalling to 8 less frames of recovery overall, does slightly less damage, and slightly more meter
-- gain.
- st. HK now has 4 more frames of startup, is less active by 3 frames and has 19 less frames of recovery,
-- totalling to 22 less frames of recovery overall, does somewhat less damage, somewhat more meter gain,
-- and no longer does vertical knockback on hit on grounded opponents.
- cr. LP now has 2 less frames of startup, is less active by 2 frames and has 3 less frames of recovery,
-- totalling to 5 less frames of recovery overall, does slightly less damage, slightly more meter gain,
-- no longer hits low, and is no longer air unblockable.
- cr. MP now has 4 less frames of startup, is less active by 1 frame and has 6 less frames of recovery,
-- totalling to 7 less frames of recovery overall, does slightly less damage, slightly more meter gain,
-- and is no longer air unblockable.
- cr. HP now has 2 more frames of startup, iss less active by 5 frames and has 21 less frames of recovery,
-- totalling to 26 less frames of recovery overall, does somewhat less damage, somewhat more meter gain,
-- is no longer air unblockable, and is now correctly registered as a crouching normal instead of a
-- standing normal.
- cr. LK now has 1 less frame of startup, is less active by 2 frames and has 4 less frames of recovery,
-- totalling to 6 less frames of recovery overall, does slightly less damage, slightly more meter gain,
-- no longer hits OTG, and is no longer air unblockable.
- cr. MK now has 5 less frames of startup, is more active by 1 frame, has 1 less frame of recovery, does
-- slightly less damage, slightly more meter gain, now hits low, and no longer hits OTG.
- cr. HK now has 4 less frames of startup, 15 less frames of recovery, does somewhat less damage, somewhat
-- more meter gain, no longer hits OTG, and is no longer air unblockable.
- j. LP is now less active by 1 frame, subsequently also having 1 less frame of recovery as well, does
-- slightly less damage, slightly more meter gain, and no longer hits OTG.
- j. MP now has 2 more frames of startup, is less active by 3 frames and has 2 less frames of recovery,
-- totalling to 5 less frames of recovery overall, does slightly less damage, slightly more meter gain,
-- and no longer hits OTG.
- j. HP is now less active by 2 frames, subsequently also having 2 less frames of recovery as well, does
-- somewhat less damage, somewhat more meter gain, no longer hits OTG, no longer does hard knockdown on
-- hit, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK is now less active by 2 frames and has 1 less frame of recovery, totalling to 3 less frames of
-- recovery, does slightly less damage, does slightly more meter gain, and no longer hits OTG.
- j. MK now has 4 less frames of startup, is less active by 3 frames, has 5 more frames of recovery (and
-- actual recovery at all now), does slightly less damage, slightly more meter gain, and no longer does
-- vertical knockback on grounded opponents.
- j. HK now has 4 less frames of startup, is less active by 1 frame and has 5 less frames of recovery,
-- totalling to 6 less frames of recovery overall, does somewhat less damage, somewhat more meter gain,
-- and no longer hits OTG.
- Both throws are now directional.
- Can no longer cancel into any special or super from a whiffed normal.
- LP version of Stoner Rock (QCF+P) now has 7 less frames of startup, 2 less frames of recovery, does
-- somewhat less damage, slightly less chip, and slightly less meter gain.
- MP version of Stoner Rock (QCF+P) now has 3 less frames of startup, 4 less frames of recovery, does
-- somewhat less damage, slightly less chip, slightly less meter gain, is no longer air unblockable,
-- and can now also be confirmed into from the LP version of Stoner Rock (QCF+P) on hit.
- HP version of Stoner Rock (QCF+P) now has 7 less frames of startup, 16 less frames of recovery, does
-- somewhat less damage, slightly less chip, slightly less meter gain, and can now also be confirmed
-- into from the LP and MP versions of Stoner Rock (QCF+P) on hit.
- Inputs for Quick Sand Warp (Forward) (DP+P/K) and Quick Sand Warp (Backward) (RDP+P/K) have been
-- changed to (HCF+P/K) and (HCB+P/K) respectively, mostly due to the nasty amount of input overlap
-- they were causing with just about every other special Sandman has.
- Sand Blast (QCB+P) now does somewhat less damage, slightly more meter gain, no longer hits OTG, and
-- is now correctly registered as a standing projectile instead of an aerial projectile.
- All versions of Assault Step (QCF+K) are now correctly registered as crouching physical specials
-- instead of standing projectile specials.
- LK version of Assault Step (QCF+K) now does slightly less damage, slightly less chip, and somewhat
-- less meter gain.
- MK version of Assault Step (QCF+K) now does somewhat less damage, slightly less chip, and somewhat
-- less meter gain.
- HK version of Assault Step (QCF+K) now does somewhat less damage, slightly less chip, and somewhat
-- less meter gain.
- Binding Sand (QCB+K) no longer hits airborne or falling opponents, and is now correctly registered as
-- a crouching projectile instead of a standing projectile.
- Destroyer Strike (QCF+PP) now does somewhat less damage and can now also be confirmed into from
-- Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Hands of Oblivion (QCB+PP) now does severely less damage, no longer hits OTG, is no longer invuln during
-- the super's recovery, and can now also be confirmed into from Sand Blast (QCB+P) and Assault Step (QCF+K)
-- on contact.
- Hands of Oblivion has now been outright removed, mostly due to being too gimmicky, as well as potentially
-- letting the opponent loop normals on Sandman to death due to resetting his recovery every time he is hit
-- during it.
- Spiral Slash (QCF+KK) now does noticeably less damage, somewhat less chip, and can now also be confirmed
-- into from Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Deadly Headache (QCB+KK) now does slightly less damage, slightly less chip, and can now also be confirmed
-- into from Sand Blast (QCB+P), Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Super pause timing for Deadly Headache (QCB+KK) has been retweaked.
- Input for Sinister Six changed from (QCB+PK) to (QCF+PK).
- Sinister Six (QCF+PK) now does significantly more damage and can now also be confirmed into from Sand Blast (QCB+P),
-- Assault Step (QCF+K), and Spiral Slash (QCF+KK) on contact.
- Removed recovery roll.
OTHER NOTES (CHAR ORDER COMPLETE : 37/??)
Third Loganir character I've done a rework on now, leaving Cyclops and Electro to go after this. Much like Sinestro
immediately before him, he got picked mostly because either he or Vulture would've fit the other currently empty
corner spot perfectly, and I just happened to feel like working on him at that moment than I did Vulture. Much like
the other Loganir characters, while not entirely painless, was overall a pretty pleasant experience doing his rework,
although I have a feeling I'll have to come back to nerf him some after field testing. Also pretty happy with getting
back on the "around a week or so" pace for chars with him, especially considering the day or 2 taken to futz with
Anita and then adjusting the camera on every currently present stage.
;------------------------------------------------------------------------------------
DONOVAN BAINE
WHAT'S NEW
- Fixed Anita behavior, is now properly spawned behind Donovan at round start and now follows Donovan instead
-- of the opponent.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Now has aerial forward and back dashes.
- Now has a super jump.
- As Donovan is now always in sword mode, all swordless versions of normals are no longer relevant, as Donovan
-- will now always use the Sword Version.
- st. LP now has 1 less frame of startup, is more active by 2 frames, has 10 less frames of
-- recovery, slightly more damage, and slightly more meter gain (And meter gain at all now).
- st. MP now has 4 less frames of startup, 4 less frames of recovery, does slightly more
-- damage, and somewhat more meter gain.
- st. HP now has 1 less frames of startup, 10 less frames of recovery, does slightly more
-- damage, and slightly more meter gain.
- st. LK now has 1 less frame of startup, is more active by 2 frames, has 1 less frame of
-- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all
-- now).
- st. MK now has 1 more frame of startup, is more active by 2 frames, has 5 less frames of
-- recovery, does slightly more damage, and slightly more meter gain.
- st. HK now has 2 more frames of startup, is more active by 3 frames, has 5 less frames of
-- recovery, does slightly more damage, and slightly more meter gain.
-- All crouching punch normals no longer hit low.
- cr. LP now has 1 less frame of startup, is more active by 2 frames, has 2 less frames of
-- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all
-- now).
- cr. MP now has 1 more frame of startup, is more active by 3 frames, does slightly more
-- damage, and somewhat more meter gain.
- cr. HP now has 4 more frames of startup, 8 less frames of recovery, does slightly more damage,
-- and slightly more meter gain.
- cr. LK now has 1 less frame of startup, is more active by 2 frames, has 2 less frames of
-- recovery, does slightly more damage, and slightly more meter gain (And meter gain at all
-- now).
- cr. MK is now more active by 3 frames, has 4 less frames of recovery, does slightly more
-- damage, and slightly more meter gain.
- cr. HK now has 3 more frames of startup, is less active by 4 frames and has 4 less frames of
-- recovery, totalling to 8 less frames of recovery overall, does slightly more damage, and
-- slightly more meter gain.
- Can now "zigzag" his aerial normals.
- All aerial normals can now be cancelled into from Hop Kick (F+HK) on hit.
- j. LP now uses the animation formerly used by j. LK/j. MK, and now has 3 frames of startup
-- and recovery, and is active for 4 frames. Now does slightly more damage and slightly more
-- meter gain (And meter gain at all now).
- j. MP now uses the animation formerly used by j. LP, which now has 8 less frames of recovery.
-- Also now does slighty more damage and slightly more meter gain.
- j. HP now uses the animation formerly used by j. MP, which now has 3 less frames of recovery.
-- Also now does somewhat more damage and slightly more meter gain.
- j. LK now uses the same animation related frame data as st. LK. Now also does slightly more
-- damage and slightly more meter gain (And meter gain at all now).
- j. MK now uses the same animation related frame data as st. MK. Now also does slightly more
-- damage and slightly more meter gain.
- j. HK now uses the same animation related frame data as st. HK. Now also does slightly more
-- damage, slightly more meter gain, and hard knockdown and a "meteor" effect on hit on
-- aerial opponents when confirmed into.
- Hop Kick (F+HK) now does slightly less meter gain.
- Former j. HP animation now used for new aerial command normal Upper Beads (j. HP), which now
-- has 3 less frames of recovery, and the same damage/meter gain as j. HP.
- Throw is now directional and can also be done with HK, can no longer be done with MP.
- All the "divekick" esque moves (Killshread Surf 1, 2, and Dive) now let Donovan regain
-- control on hit.
- Killshread Surf 1 (D+LK) can now be confirmed into from all aerial normals on contact.
- Killshread Surf 2 (D+MK) can now be confirmed into from all aerial normals on contact.
- Killshread Dive (D+HK) now does slightly less damage (Same damage as the other 2 now) and
-- can now be confirmed into from all aerial normals on contact.
- Ifrit Sword (QCF+P) and Lightning Sword (RDP+P) both require the second sword to not be
-- planted to use. This does not apply to the latter's super version,
-- Hyper Lightning Sword (QCF+PP), however.
- Input for Ifrit Sword changed from (DP+P) to (QCF+P).
- Ifrit Sword (QCF+P) now has 4 less frames of recovery, does slightly less chip, significantly
-- less meter gain, can now be confirmed into from all grounded normals on contact, and is now
-- correctly registered as a standing special instead of an aerial special.
- Input for Sword Grapple changed from (HCB+MP/HP) to (DP+P).
- Sword Grapple (DP+P) now does slightly more damage and noticeably less meter gain.
- Lightning Fall (QCB+P, while sword is planted) now does severely less meter gain.
- LP version of Lightning Fall (QCB+P, while sword is planted) now does somewhat more damage
-- and slightly more chip (And chip at all now).
- MP version of Lightning Fall (QCB+P, while sword is planted) now does slightly less damage
-- and slightly more chip (And chip at all now).
- HP version of Lightning Fall (QCB+P, while sword is planted) now does slightly more damage
-- and slightly more chip (And chip at all now).
- All versions of Lightning Sword (RDP+P) now do slightly less damage, slightly less chip,
- somewhat less meter gain, and can now be confirmed into out of all grounded normals on
-- contact.
- Pounce (D, D + P/K) removed due too functionally too bizarrely.
- Input for Blizzard Sword changed from (HCF+P) to (QCF+K).
- Blizzard Sword (QCF+K) now does slightly more damage, slightly less chip, significantly
-- less meter gain, and can now be confirmed into from all grounded normals on contact and
-- from Ifrit Sword (QCF+P) on hit.
- All versions of Killshread Plant (QCB+K, while sword isn't planted) now do somewhat more
-- meter gain (And meter gain at all now) and can now be confirmed into from all grounded
-- normals (Except cr. HK) on contact.
- Killshread Return (QCB+K, while sword is planted) now has 2 less frames of recovery and can
-- now be confirmed into from all grounded normals (Except cr. HK) on contact. Also now has an aerial
-- version in Air Killshread Return (QCB+K, midair, while sword is planted).
- Now has a new super in the former EX Lightning Sword, now promoted to Hyper Lightning Sword (QCF+PP).
- Hyper Lightning Sword (QCF+PP) can now be confirmed into from all grounded normals, Ifrit Sword (QCF+P),
-- and Lightning Sword (RDP+P) on contact.
- Now has a new super in the former EX Lightning Fall, now promoted to Hyper Lightning Fall (QCB+PP, while sword is planted).
- Hyper Lightning Fall (QCB+PP, while sword is planted) now does severely more damage and slightly more
-- chip (And chip at all now).
- Now has a new super in the former EX Blizzard Sword, now promoted to Hyper Blizzard Sword (QCF+KK).
- Hyper Blizzard Sword (QCF+KK) now does noticeably more damage, slightly more chip, and can now
-- be confirmed into from all grounded normals, Ifrit Sword (QCF+P) Lightning Sword (RDP+P), and
-- Hyper Lightning Sword (QCF+PP) on contact.
- Change of Immortal removed for being mostly superfluous now that Donovan has several new supers.
- All versions of Press of Death (QCF+LPLK/QCF+MPMK/QCF+HPHK) now do somewhat more damage, slightly less
-- chip, and can now be confirmed into out of all grounded normals, Ifrit Sword (QCF+P), and
-- Lightning Sword (RDP+P) on contact, and from Hyper Lightning Sword (QCF+PP) and
-- Hyper Blizzard Sword (QCF+KK) on hit.
OTHER NOTES (CHAR ORDER COMPLETE : 38/??) (Originally completed on 7/29/2022)
Donovan's an interesting case, as I really didn't know too much about him prior to selecting him during the
initial rough draft, having never really played Night Warriors or any of the Vampire Savior variations he's
actually in, kind of just picking him both because he kinda got dropped out of VSav, and because I figured
he looked cool. So I got to learn the hard way, first hand, just how sorta unfinished he really was. Would I
have still picked him in that rough draft if I had known this? Possibly not, but I feel that in the end,
toughing it out for his rework was worth it. Humorously enough the Darkstalkers character spot in this patch
wave (V1.05) was originally planned in advance to be Morrigan, before sorta being changed to Donovan at the
last second after I felt like working on him more after futzing with Anita's code for a bit. Oh well, Morr,
you'll get added eventually anyway.
;------------------------------------------------------------------------------------
ICE
WHAT'S NEW
- Mirror match intros set up.
- Some of her frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- Can now properly "zigzag" her grounded normals.
- Swapped out st. LP and st. MP as their anims and pre-existing frame data just made this make
-- a lot more sense than their original placement.
- st. LP is now less active by 2 frames, subsequently also having 2 less frames of recovery as
-- well, does slightly more damage, and slightly more meter gain.
- st. MP now has 2 more frames of startup, is now less active by 1 frame and has 1 less frame of
-- recovery, totalling to 2 less frames of recovery overall, does slightly more damage, and
-- slightly more meter gain.
- st. LK is now less active by 4 frames, subsequently also having 4 less frames of recovery, does
-- slightly more damage, and is now correctly registered as a standing normal instead of a
-- crouching normal.
- st. MK now has 1 less frame of startup, does slightly more damage, iess less active by 1 frame
-- and has 1 less frame of recovery, totalling to 2 less frames of recovery overall, does slightly
-- more damage, and slightly less meter gain.
- st. HP now has 2 more frames of startup, is more active by 2 frames, does somewhat more damage,
- Former close st. HK is now just st. HK period.
- st. HK now has 1 less frame of startup, is less active by 7 frames, has 5 less frames of recovery,
-- does slightly more damage, slightly less meter gain, and no longer does hard knockdown on hit.
-- It also now gains some forward horizontal movement when confirmed into on hit.
- Former far st. HK is now command normal Ice Slash (F+HK).
- Command normal Ice Slash (F+HK) now has 2 more frames of startup, is more active by 4 frames, does
-- slightly more damage, and slightly less meter gain.
- All crouching normals are no longer air unblockable.
- All crouching punch normals no longer hit low.
- cr. LP now has 5 less frames of startup, 5 less frames of recovery, does slightly more damage,
-- and slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 1 frame, has 3 frames of recovery,
-- and slightly more meter gain.
- cr. HP now has 2 more frames of startup, is less active by 2 frames, subsequently also having 2
-- less frames of recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 1 less frame of startup, 1 less frame of recovery, does slightly more damage, and
-- slightly more meter gain.
- cr. MK now has 2 less frames of startup, is less active by 2 frames and has 2 less frames of
-- recovery, totalling to 4 less frames of recovery overall, does slightly more damage, and
-- somewhat more meter gain.
- cr. HK now has 1 more frame of startup, is less active by 5 frames and has 1 less frame of recovery,
-- totalling to 6 less frames of recovery overall, does slightly more damage, and somewhat more meter
-- gain.
- j. LP is now less active by 5 frames, subsequently also having 5 less frames of recovery, does
-- slightly more damage, and slightly more meter gain.
- j. MP now has 2 less frames of startup, is less active by 1 frame, has 1 more frame of recovery,
-- and does slightly more meter gain.
- j. HP now has 1 less frame of startup, is less active by 5 frames and has 5 less frames of recovery,
-- totalling to 10 less frames of recovery overall, does slightly more damage, and slightly more meter
-- gain.
- j. LK now has 5 less frames of startup, is less active by 12 frames and has 1 less frame of recovery,
-- totalling to 13 less frames of recovery overall, does slightly more damage, and slightly more meter
-- gain.
- j. MK now has 1 less frame of startup, is more active by 1 frame, has 5 less frames of recovery, does
-- slightly more damage, and somewhat more meter gain.
- j. HK now has 4 more frames of startup, is less active by 1 frame and has 6 less frames of recovery,
-- totalling to 7 less frames of recovery overall, does slightly more damage, somewhat more meter gain,
-- and now does hard knockdown and has a "meteor" effect on hit on airborne opponents when confirmed
-- into on hit.
- Head Stomp (D+HK) now does slightly more damage, somewhat more meter gain, descends faster after a
-- certain point, and no longer whiffs on airborne opponents.
- Throw is now directional and can also be performed with HK.
- "Frozen" state caused by certain moves (Ice balls from Ice Ball (QCF+P) and Air Ice Ball (QCF+P, midair),
-- or contact with an Ice Maiden statue from Ice Maiden (QCB+K)) now ends 10 frames earlier than it did
-- prior.
- Ice Ball (QCF+P) now does somewhat more damage, slightly more chip (And chip at all now), and
-- noticeably more meter gain (And meter gain at all now).
- Air Ice Ball (QCF+P, midair) has had the same property changes as Ice Ball (QCF+P).
- Air Ice Ball (QCF+P, midair) now has 4 less frames of recovery and Ice is no longer left helpless
-- until touching the ground after the move.
- Ice Shield (DP+P) now does somewhat more meter gain (And meter gain at all now) and no longer leaves Ice
-- perpetually stuck it in due to continually absorbing normals from an opponent.
- Ice Slick (QCB+P), on-top of now doing noticeably more meter gain, has been significantly reworked:
--- Is now blockable low, so as to prevent letting Ice lay an unblockable box ontop of an OTG opponent.
--- Can now cancel into it on contact from any grounded normal, as part of her mix.
--- The projectile itself will now disappear if Ice is hit before it can touch the ground.
- Air Ice Slick (QCB+P, midair) has had the same property changes as Ice Slick (QCB+P), except for instead
-- being cancellable into from any aerial normal on contact instead.
- Air Ice Slick (QCF+B, midair) now has 4 less frames of recovery, can be cancelled into from any aerial
-- normal on contact, and Ice is no longer left helpless until touching the ground after the move.
- Now has a new command grab special in Cold Shoulder (HCB+P). Like most command grabs in this, it is confirmable
-- into on hit.
- Input for Icicle Edge changed from (D,D+K) to (QCF+K).
- Icicle Edge (QCF+K) now does noticeably more damage, slightly more chip, noticeably more meter gain (And meter
-- gain at all now), and can now be confirmed into from all grounded normals on contact. Spikes now become active
-- 4 frames sooner after appearing and now hit OTG.
- All versions of Icicle Edge (QCF+K) now summon the same number of spikes (6), instead of the previous 4 for
-- the LK and MK versions.
- Ice Damsel (QCB+K) now has 13 more frames of startup, 2 less frames of recovery, does slightly more damage,
-- noticeably more meter gain (And meter gain at all now), can now be confirmed into from any grounded normal
-- on contact, is no longer unblockable, no longer whiffs on airborne opponents, and no longer has a minimum
-- distance from opponent requirement to be performed.
- Fixed issue with Ice Damsel (QCB+K) acting bizarrely and spawning a "clone Ice" if hit by a super.
- Input for Ice Missiles changed from (QCF+KK) back to (QCF+PP).
- Ice Missiles (QCF+PP) now has 15 more frames of recovery, does somewhat less chip, no longer hits OTG, now does
-- hard knockdown on hit on airborne opponents, and can now be confirmed into from all grounded normals and
-- Icicle Edge (QCF+K) on contact.
- Super pause timing for Ice Missiles (QCF+PP) has been reworked.
- Crystal Strike (QCB+PP) now does noticeably less damage, can now be confirmed into on contact from all grounded
-- normals and Icicle Edge (QCF+K) on contact.
- Input for Absolute Zero has been changed from (QCF+PP) to (QCF+KK).
- Absolute Zero (QCF+KK) is now always a Level 3 super instead of being variant depending on meter, now also
-- being a set, shortened length every time now. Frozen state on hit from projectiles spawned by this no
-- longer drain the opponent's meter.
- Removed Amalgam super.
- Recovery roll removed.
OTHER NOTES (CHAR ORDER COMPLETE : 39/??) (Originally completed on 8/05/2022)
Much like fellow Buyog char Lobo, her original base kit had a pretty heavy basis in zoning while having little
to deal with up close, although unlike Lobo her existing normals worked better for that purpose, at the least.
Don't really have too much else to say (I'm gonna blame being VERY tired as I originally wrote this), other
than hoping I did well by her.
;------------------------------------------------------------------------------------
IRON MAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Captain America, Hulk, Magneto, Sentinel, Storm, and War Machine.
- Set up win poses against Captain America, Hulk, Magneto, Sentinel, and Storm.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- All grounded normals no longer do hard knockdown on airborne opponents on hit.
- st. LP is now more active by 1 frame, has 3 less frames of fecovery, does slightly less
-- damage, and slightly more meter gain.
- st. MP now has 2 less frames of startup, is more active by 2 frames, has 1 less frame of
-- recovery, does slightly less damage, and slightly more meter gain.
- st. HP now has 4 less frames of startup, is less active by 4 frames and has 9 less frames
-- of recovery, does slightly less damage, slightly more meter gain, and no longer does
-- hard knockdown on hit.
- st. LK is now more active by 1 frame, has 3 less frames of recovery, and does slightly
-- more meter gain.
- st. MK now has 1 less frame of startup, is less active by 1 frame and has 7 less frames of
-- recovery, totalling to 8 less frames of recovery overall, and does slightly less damage.
- st. HK now has 5 more frames of startup, is less active by 1 frame and has 12 less frames
-- of recovery, totalling to 13 less frames of recovery overall, does slightly more meter
-- gain, and is now correctly registered as a standing normal instead of a crouching normal.
- cr. LP is now more active by 1 frame, has 3 less frames of recovery, does slightly less
-- damage, and slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 2 frames, has 7 less frames
-- of recovery, does slightly more damage, and no longer launches.
- cr. HP now has 6 less frames of startup, 5 less frames of recovery, does slightly more
-- damage, and is now correctly registered as a crouching normal-level projectile instead of
-- a standing special projectile.
- cr. LK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of
-- recovery, does slightly less damage, slightly more meter gain, and no longer hits OTG.
- cr. MK now has 4 less frames of startup, is less active by 1 frame and has 5 less frames
-- of recovery, totalling to 6 less frames of recovery overall, and does slightly more damage.
- cr. HK now has 1 less frame of startup, is less active by 2 frames and has 11 less frames of
-- recovery, totalling to 13 less frames overall, does slightly more damage, slightly more
-- meter gain, and is now correctly registered as a crouching normal instead of a standing
-- normal.
- j. LP now has 2 less frames of startup, 13 less frames of recovery, does slightly more
-- damage, and slightly more meter gain.
- j. MP now has 3 less frames of startup, is less active by 3 frames and has 7 less frames of
-- recovery, totalling to 10 less frames of recovery overall, and does slightly more damage.
- j. HP, Upward Double (U+HP, midair), and Downward Double (D+HP, midair) now all have 4 more
-- frames of startup, now all being at 21 frames total overall, doing slightly less damage,
-- somewhat more meter gain, and no longer doing hard knockdown or having a "meteor" effect
-- on hit on airborne opponents.
- Former j. HP has been replaced with former command normal Downward Double.
- j. LK is now more active by 1, has 3 less frames of recovery, does slightly more damage, and
-- slightly more meter gain.
- j. MK now has 1 more frame of startup, is more active by 2 frames, and does slightly more
-- damage.
- j. HK now has 4 less frames of startup, 5 less frames of recovery, does slightly less damage,
-- and slightly more meter gain.
- Knee Dive (D+HK, midair) now does slightly more meter gain.
- Throw can now also be performed with HK.
- Some specials and supers can now be cancelled into immediately after the opponent leaves Iron Man's
-- grasp during a throw. These include Uni Beam (QCF+P), Homing Missiles (QCB+P), Plasma Sword (QCF+K),
-- Repulsor Blast (QCB+K), Smart Mine (P+K), Proton Cannon (QCF+PP), Missile Barrage (QCB+PP),
-- Iron Avenger (QCF+KK, Air OK), Arc Reactor (QCB+KK), and Iron Legion (QCF+PK).
- Can no longer cancel into any special or super out of a whiffed normal.
- Uni Beam (QCF+P) now does slightly more damage (And that damage is now consistent too unlike
-- prior), slightly more chip, and can now also be confirmed into from cr. HP's missile on hit.
- Airborne velocity adjustments for both Air Uni Beam (QCF+P, midair) and Smart Bomb (P+K, midair)
-- have been adjusted to prevent using them to indefinitely air stall.
- Air Uni Beam (QCF+P, midair) now does slightly more damage (And that damage is now consistent
-- too unlike prior), slightly more chip, can now also be confirmed into from j. HP, j. HK,
-- Upward Double (U+HP, midair), and Downward Double (D+HP, midair) on contact, and is now
-- correctly registered as an aerial projectile instead of a standing projectile.
- Homing Missiles (QCB+P) now does slightly more meter gain, can now also be cancelled into from
-- cr. HP's missile and Uni Beam (QCF+P) on hit, no longer hit OTG, and are now correctly registered
-- as projectiles instead of physical specials. Can also no longer have more than 2 missiles out
-- at once.
- Plasma Sword (QCF+K) now does slightly more chip, has had any damage variance removed, and can now
-- also be confirmed into from cr. HP's missile and Uni Beam (QCF+P) on hit.
- Repulsor Blast (QCB+K) now does slightly more chip, slightly more meter gain, now has non-super
-- invuln until its first active frame (In effect, like most other dragon-punch style/effect moves
-- like this), and can now also be confirmed into from cr. HP's missile and Uni Beam (QCF+P) on hit.
- Smart Mine (P+K) now does the same damage whether it hits the opponent while still airborne or
-- after touching the ground, does slightly more meter gain, no longer hits low or is air unblockable
-- after landing on the ground, and can now also be confirmed into from cr. HP's missile and
-- Uni Beam (QCF+P) on hit.
- Smart Bomb (P+K, midair) now has 12 more frames of recovery, does slightly more chip (And chip at
-- all now), slightly more meter gain, can now also be confirmed into from Air Uni Beam (QCF+P, midair)
-- on hit, and are now correctly registered as aerial projectiles instead of standing projectiles.
- Proton Cannon (QCF+PP) now does noticeably less damage, slightly less chip, and can now also be
-- confirmed into from cr. HP's missile and Arc Reactor (QCB+KK) on contact.
- Missile Barrage (QCB+PP) now does significantly less damage, slightly less chip, and can now also be
-- confirmed into from cr. HP's missile, Proton Cannon (QCF+PP), and Arc Reactor (QCB+KK) on contact.
- Iron Avenger (QCF+KK, Air OK) now does significantly less damage, and can now also be be confirmed
-- into from cr. HP's missile, Proton Cannon (QCF+PP), Missile Barrage (QCB+PP) and Arc Reactor (QCB+KK)
-- on contact.
- Arc Reactor (QCB+KK) now does somewhat more damage, somewhat less chip, is overall around 40 frames
-- shorter, and can now also be confirmed into from cr. HP's missile on contact.
- Iron Legion (QCB+PK) now does somewhat less damage, slightly more chip, and can now also be confirmed
-- into from cr. HP's missile, Proton Cannon (QCF+PP), Missile Barrage (QCB+PP), and Arc Reactor (QCB+KK)
-- on contact.
- Recovery roll removed.
OTHER NOTES (CHAR ORDER COMPLETE : 40/??) (Originally completed on 8/11/2022)
Not too much to add to this one, other than much like future add Batman, he's in this patch mostly because his
absence was starting to feel a bit weird now that we're hitting the 40s. Like Wolverine, I'm not sure he's really
too radically different, but I do feel that the extra additions to his kit are for the better.
;------------------------------------------------------------------------------------
VULTURE
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Hawkman, Spider-Man, and The Thing.
- Set up win poses against Hawkman and Spider-Man.
- Much of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting. Among
-- other things, is no longer missing several hurtboxes for no reason during variations jumping
--related animations.
- Now has a taunt.
- Filled in the few remaining gaps in his grounded and aerial zigzags.
- st. LP now has 1 more frame of startup, is less active by 1 frame, has 1 more frame of recovery,
-- does slightly more damage, and slightly more meter gain.
- st. MP now has 2 more frames of startup, is more active by 1 frame, has 18 less frames of recovery,
-- does slightly more damage, and slightly less meter gain.
- st. HP now has 4 less frames of startup, is less active by 3 frames and has 6 less frames of
-- recovery, totalling to 9 less frames of recovery overall, does slightly more damage, slightly more
-- meter gain, and the second hit is both no longer air unblockable and now correctly registered as a
-- standing normal instead of a crouching normal.
- st. LK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of recovery,
-- does slightly more damage, and slightly more meter gain.
- st. MK now has 5 less frames of startup, is more active by 1 frame, has 5 less frames of recovery,
-- does slightly more damage, and somewhat more meter gain.
- st. HK now has 2 more frames of startup, is less active by 2 frames and has 6 less frames of
-- recovery, totalling to 8 less frames of recovery overall, does slightly more damage, somewhat more
-- meter gain, no longer hits low, is no longer air unblockable, and no longer does hard knockdown
-- on hit.
- cr. LP now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, and
-- slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 1 frame, has 1 less frame of recovery,
-- does slightly more damage, and slightly more meter gain.
- cr. HP now has 1 less frame of startup, 8 less frames of recovery, does somewhat more damage,
-- slightly less meter gain, no longer does vertical knockback on grounded opponents, and no longer
-- does hard knockdown on hit.
-- All crouching kick normals are no longer air unblockable.
- cr. LK now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, and
-- slightly more meter gain.
- cr. MK now has 2 less frames of startup, is more active by 1 frame, has 3 less frames of recovery,
-- does slightly more damage, and slightly more meter gain.
- cr. HK is now more active by 1 frame, has 10 less frames of recovery, does slightly more damage,
-- noticeably more meter gain, and no longer hits OTG.
- j. LP has 3 less frames of startup, is less active by 1 frame and has 3 less frames of recovery,
-- totalling to 4 less frames of recovery overall, and does slightly more meter gain.
- j. MP is no longer active at /frame 1/, now having 5 frames of startup, Also now less active
-- by 5 frames and has 15 less frames of recovery, totalling to 20 less frames of recovery overall,
-- does slightly more damage, and slightly more meter gain.
- j. HP now has 1 less frame of startup, does slightly more damage, slightly more meter gain, no
-- longer does hard knockdown on hit, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK is now less active by 1 frame, does slightly more damage, and slightly more meter gain.
- j. MK now has 1 less frame of startup, is now less active by 3 frames and has 1 less frame of
-- recovery, totalling to 4 less frames of recovery overall, does slightly less damage, and somewhat
-- more meter gain.
- j. HK now has 4 less frames of startup, is less active by 3 frames and has 8 less frames of recovery,
-- totalling to 11 less frames of recovery overall, does slightly more damage, and slightly more meter
-- gain.
- Actually has a throw now!
- Can no longer cancel into any special or super out of a whiffed normal.
- Grenade Toss (QCF+LP/MP, Air OK) now has 4 more frames of recovery, does slightly less meter gain,
-- can now also be confirmed into from Claw Strike (QCB+P) on hit, and the aerial version is now correctly
-- registered as an aerial projectile instead of a standing projectile.
- Chill Mine (QCF+HP, Air OK) now has 12 more frames of recovery, somewhat more damage (And does direct
-- damage at all now), slightly more chip (And chip at all now), slightly less meter gain, and now has a
-- hard limiter of one on-screen at a time.
- Claw Strike (QCB+P) now has 10 less frames of startup, does slightly less damage, slightly less chip, can
-- now also be confirmed into from Charge (QCB+K, Air OK), and now has an aerial version in
-- Air Claw Strike (QCB+P, midair).
- Hawk Force Rifle (QCF+K) now has 4 less frames of recovery, does slightly less chip, slightly less meter
-- gain, can now also be confirmed into from Claw Strike (QCB+P) and Hawk Force Rifle (QCF+K) on hit, and
-- is now correctly registered as a special projectile instead of a normal-level projectile. The physical
-- hit part now does somewhat less damage and slightly less chip.
- Charge (QCB+K, Air OK) has been redesigned to now function similarly to Superman's Super Tackle, no longer
-- taking Vulture off-screen during the movie. Now has 2 less frames of startup, does slightly more damage,
-- slightly less chip, somewhat less meter gain, no longer hits high,and can now also be confirmed into from
-- Hawk Force Rifle (QCF+K) on hit.
- Hyper Fly (QCF+PP) is now more active by 30 frames, does slightly less damage, slightly less chip, can now
-- also be confirmed into from Charge (QCB+K, Air OK) and Buzzard Barrage (QCB+PP, Air OK) on contact, and is
-- now correctly registered as a super instead of a normal.
- Now has a new super in Buzzard Barrage (QCB+PP, Air OK).
- Featherblades Scattershot (QCF+KK, midair) now has a much more consistent damage spread between its different
-- projectiles, can now also be confirmed into from Air Claw Strike (QCB+P, midair) Charge (QCB+K, Air OK), and
-- Buzzard Barrage (QCB+PP, Air OK) on contact, and is now correctly registered as an aerial super intead of a
-- standing special.
OTHER NOTES (CHAR ORDER COMPLETE : 41/??) (Originally completed on 8/22/2022)
Vulture, much like Zvitor's most recent "Arrow", was technically never finished, although in Vulture's case, this
is significantly more obvious on first inspection, with some animations outright missing hurtboxes for seemingly
no reason other than they just hadn't been added yet. And to be honest, this character definitely needed some
hard work put into him. While I feel like I've done most of the work needed, I still can't help but feel like
maybe he's still missing something, but for now, the work that's already been done on him will do.
;------------------------------------------------------------------------------------
ZANGIEF
WHAT'S NEW
- Mirror match intros set up.
- Set up intros with Lobo and Zangief.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Removed Mech Mode, lord knows he's already over-kitted as is.
- Filled in the few remaining gaps in his grounded and aerial zigzags.
- Both pre-existing close proximity normals have been removed.
- st. LP now has 1 less frame of startup, is less active by 2 frames and 3 less frames of recovery, totalling
-- to 5 less frames of recovery overall, and does slightly more damage.
- st. MP now has 3 less frames of startup, is more active by 2 frames, has 9 less frames of recovery, does
-- slightly more damage, and slightly more meter gain.
- st. HP now has 4 less frames of startup, is more active by 3 frames, has 14 less frames of recovery, does
-- slightly more damage, somewhat more meter gain, and no longer does hard knockdown on airborne opponents
-- on hit.
- st. LK now has 3 less frames of startup and is less active by 4 frames and has 3 less frames of recovery,
-- totalling to 7 less frames of recovery overall.
- st. MK now has 1 less frame of startup, is less active by 3 frames and has 1 less frame of recovery,
-- totalling to 4 less frames of recovery overall, and does slightly more meter gain.
- st. HK is now less active by 1 frame and has 6 less frames of recovery, totalling to 7 less frames of
-- recovery overall, does somewhat more damage, and somewhat more meter gain.
- All crouching normals are no longer air unblockable.
- All crouching punch normals no longer hit low.
- cr. LP now has 1 less frame of startup and is less active by 3 frames and has 1 less frame of recovery,
-- totalling to 4 less frames of recovery overall.
- cr. MP now has 4 less frames of startup, is less active by 3 frames and has 1 less frame of recovery,
-- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter
-- gain.
- cr. HP now has 3 less frames of startup, is more active by 2 frames, has 15 less frames of recovery,
-- does slightly more damage, and somewhat more meter gain.
- cr. LK now has 1 less frame of startup, 8 less frames of recovery, and does slightly more damage.
- cr. MK now has 2 less frames of startup, is less active by 1 frame and has 3 less frames of recovery,
-- totalling to 4 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- cr. HK now has 1 less frame of recovery, does slightly less damage, and somewhat more meter gain.
- No longer left helpless until grounded after whiffing any aerial normal.
- j. LP now has 1 less frame of startup, is less active by 4 frames and has 2 less frames of recovery,
-- totalling to 6 less frames of recovery overall, does slightly more damage, and slightly more meter gain.
- j. MP is now more active by 1 frame, has 6 less frames of recovery, does slightly more damage, and slightly
-- more meter gain.
- j. HP now has 1 less frame of startup, is more active by 3 frames, has 3 more frames of recovery, does
-- slightly more damage, somewhat more meter gain, and no longer does hard knockdown or have a "meteor" effect
-- on hit on airborne opponents.
- Flying Press (D+HP, midair) now has 2 more frames of startup, 5 more frames of recovery (And actual recovery
-- at all now), does slightly more damage, and slightly more meter gain.
- j. LK now has 2 less frames of startupm is less active by 6 frames, subsequently also having 6 less frames of
-- recovery as well, and does slightly more meter gain.
- j. MK now has 2 less frames of startup, is now less active by 3 frames, now has 5 more frames of recovery (And
-- recovery at all now), does slightly more damage, and slightly more meter gain.
- j. HK now has 1 more frame of startup, is more active by 3 frames, has 9 less frames of recovery, does slightly
-- more damage, and somewhat more meter gain.
- Flying Knees (D+HK, midair) now has 1 more frame of startup, 5 more frames of recovery (And actual recovery at
-- all now), and does slightly more meter gain.
- Can no longer cancel into any special or super out of a whiffed normal.
- Pretty much all command grab specials and supers now have their "confirm on contact/hit" version separated
-- from the raw version to prevent unavoidably jailing people into command grabs off of say blocked lights.
-- Me mentioning this for specific moves after this point is because I put those their prior to realizing
-- it'd save a lot of time if I just did this instead of listing it separately for every single instance.
- Input for Slammasters Clinch changed from (QCB+P) to (QCF+P).
- Several followups to Slammasters Clinch (QCF+P) have been removed for either being redundant or just feeling outright
-- unnecessary, including :
--- Piledriver
--- Launcher, and its own associated followups
--- Bite
--- Gut Squeeze
--- Irish Whip, and its own associated followups
- Slammasters Clinch (QCF+P) now does slightly more meter gain.
- Slammasters Clinch (QCF+P) followup German Suplex (P) now does noticeably more damage.
- Slammasters Clinch (QCF+P) followup Suplex (F+P) now does somewhat more damage and somewhat more meter gain.
- Slammasters Clinch (QCF+P) followup DDT (D+P) now does somewhat more damage and somewhat more meter gain.
- Slammasters Clinch (QCF+P) followup Atomic Drop (U+P) now does somewhat more damage and somewhat more meter gain.
- Atomic Elbow (QCF+P, midair) now does slightly less chip, now does slightly more meter gain, and can now also be
-- confirmed into from Dropkick (QCB+K) on contact.
- Banishing Flat (DP+P) now does slightly less damage, slightly less chip, now has outright invuln to non-super
-- projectiles for the majority of its duration, and now forces stand on hit.
- Input for Spinning Piledriver changed from (HCB+P) to (QCB+P).
- Spinning Piledriver (QCB+P, Air OK), much like most other confirmable command grabs, now has a separate
-- "confirmed into" version which is blockable. It has also been standardized to always use what was originally
-- the frame data of the LP version across all versions, for both grounded and aerial version.
- Spinning Piledriver (QCB+P, Air OK) now does slightly more damage and slightly more meter gain.
- Spinning Lariat (2P, Air OK) now does slightly less chip, somewhat more meter gain, the grounded version can now
-- also be confirmed into from Banishing Flat (DP+P) on hit, and the aerial version can now be confirmed into from
-- all aerial normals on contact.
- Soviet Spear has been removed, mostly for a combination of being incredibly awkward and having other
-- functions of it better acheived by other specials 'Gief has.
- Input for Running Lariat changed from (QCF+P) to (QCF+K).
- Running Lariat (QCF+K) now has 3 more frames of recovery, does slightly more meter gain, and can now also be
-- confirmed into from Banishing Flat (DP+P) on hit.
- Air Catch Powerbomb (DP+K, Air OK) now does slightly more damage, slightly more meter gain, and can now also be
-- confirmed into from Banishing Flat (DP+P), Running Lariat (QCF+K), and Dropkick (QCB+K) on hit.
- All versions of Dropkick (QCB+K) can now also be confirmed into from Banishing Flat (DP+P),
-- Spinning Lariat (2P, Air OK), Running Lariat (QCF+K), and Spinning Lariat (Quick) (2K, Air OK) on hit.
- The LP version of Dropkick (QCB+K) now has 6 less frames of startup and does slightly more meter gain.
- The MP version of Dropkick (QCB+K) now has 4 less frames of startup and does somewhat more meter gain.
- The HP version of Dropkick (QCB+K) now has 3 less frames of startup and does somewhat more meter gain.
- Powerbomb (HCB+K, Close) now uses the same animation frame data as Spinning Piledriver (QCB+P, Air OK). Now also
-- has a similar separate confirmable version that's blockable.
- Powerbomb (HCB+K, Close) now does slightly more damage and slightly more meter gain.
- Spinning Lariat (Quick) (2K, Air OK) now does slightly less chip, slightly more meter gain, the grounded version can now
-- also be confirmed into from Banishing Flat (DP+P) on hit, and the aerial version can now be confirmed into from
-- all aerial normals on contact.
- Aerial version of Spinning Lariat (Quick) (2K, Air OK) now maintains Zangief's previous air momentum for the duration of
-- its use.
- Siberian Blizzard (QCF+PP, Air OK) can now also be confirmed into from Super Missile Dropkick (QCB+KK) on contact.
- Final Atomic Buster (QCB+PP) now does somewhat more damage.
- Soviet Press has been removed.
- Super Missile Dropkick (QCB+KK) now does slightly less damage and somewhat less chip.
- Input for Red Cyclone has been changed from (DP+PP) to (QCF+KK).
- Red Cyclone (QCF+KK) now does significantly more damage and somewhat less chip.
- Moscow Mugging has been removed.
- Super Suplex Buster has been removed.
- Super Atomic Bomb (QCB+PK) now does severely more damage.
OTHER NOTES (CHAR ORDER COMPLETE : 42/??) (Originally completed on 9/20/2022)
Zangief's been an interesting one, for sure, and one I've plenty of time to think about given he ended taking almost a month
to be done, even if at least a couple of weeks in there we having to yet again tweak stuff on the entire rest of the cast
mid-development on him. 'Gief himself has had a rather iffy relationship with being in actual Mahvel, having a less than
stellar track record, with perhaps his biggest actual highlights being a mode that grants him infinite armor in exchange
for even further limited movement, beyond that not even having much and outright being replaced with Haggar in MvC3, almost
assuredly at least partially because Capcom just saw no hope for him. As far as this project is concerned, the absurdly beefed
up kit this version had, to the point of probably the largest amount of cuts to a character's kit during a character rework yet,
saw him already starting off pretty well, and I feel he's only going to shine brighter after the further polishing. Probably
the other biggest point I can think of is very much keeping Alex in mind during this rework, although I think ultimately the two
play differently enough that this shouldn't be an issue.
;------------------------------------------------------------------------------------
BATMAN
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Apocalypse, Aquaman, Bane, Captain America, Dr. Doom, Etrigan, Green Arrow, Hal Jordan, Huitzil,
-- Iron Man, John Stewart, Kilowog, Kyle Rayner, Lex Luthor, Lobo, Metallo, Morrigan, Poison Ivy, Sentinel, Sinestro, and
-- War Machine.
- Specific "Yellow ring" intro with Sinestro removed. Might possibly re-implement later, but currently in far too much
-- need of some foley work.
- Set up win poses against Superman.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- All normals no longer do hard knockdown on airborne opponents.
- No longer has proximity normals.
- st. LP and st. MP have been swapped around, as their frame data is more approrpriate for each other instead of
-- their original placements.
- st. LP now has 2 less frames of startup, 5 less frames of recovery, and does slightly less meter gain.
- st. MP now has 3 more frames of startup, is more active by 2 frames, has 1 more frame of recovery, now does somewhat
-- more damage, and somewhat more meter gain.
- st. HP now has 2 more frames of startup, is more active by 3 frames, has 2 more frames of recovery, does somewhat more
-- damage, and slightly more meter gain.
- Former proximity normal close st. MP is now new command normal Overhead Punch (F+HP). It now has 5 more frames of startup,
-- does somewhat more damage, somewhat more meter gain, and now hits high.
- st. LK now has 1 less frame of startup, 3 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. MK now has 3 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. HK now has 1 less frame of startup, does somewhat more damage, and does slightly more meter gain.
- cr. LP now has 1 more frame of startup, is more active by 2 frames, does slightly more damage, slightly more meter gain,
-- no longer hits low, and is no longer air unblockable.
- cr. MP now 3 less frames of startup, 3 more frames of recovery, does slightly more damage, slightly more meter gain, no
-- longer hits low, and is no longer air unblockable.
- cr. HP now has 1 less frame of startup, 4 less frames of recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 1 more frame of startup, is more active by 1 frame, has 3 less frames of recovery, does slightly more
-- damage, slightly more meter gain, and is no longer air unblockable.
- cr. MK now has 2 less frames of startup, is less active by 1 frame and has 2 less frames of recovery, totalling to 3 less
-- frames of recovery overall, does slightly more damage, does slightly more meter gain, and is no longer air unblockable.
- cr. HK now has 3 less frames of startup, is more active by 1 frame, does somewhat more damage, does slightly more
-- meter gain, no longer hits OTG, and is no longer air unblockable.
- j. LP now has 1 more frame of startup, is more active by 1 frame, has 2 less frames of recovery, does slightly more damage,
-- slightly more meter gain, and no longer hits high.
- j. MP now has 2 less frames of startup, is less active by 3 frames, subsequently having 3 less frames of recovery as well,
-- does slightly more damage, slightly more meter gain, and no longer hits high.
- j. HP is more active by 1 frame, does somewhat more damage, does slightly more meter gain, and no longer does hard
-- knockdown or have a "meteor" effect on hit on airborne opponents.
- j. LK now has 1 more frame of startup, 2 less frames of recovery, does slightly more damage, slightly meter gain, and no
-- longer hits OTG.
- j. MK now has 3 less frames of startup, is more active by 1 frame, has 1 more frame of recovery, does slightly more damage,
-- slightly more meter gain, and no longer hits OTG.
- j. HK now has 1 more frame of startup, is more active by 3 frames, has 1 less frames of recovery, does somewhat more
-- damage, and slightly more meter gain.
- Can no longer cancel into any special or super out of a whiffed normal.
- "Glowing outline" effect added to all batarang projectiles to make them easier to notice on stages with darker backgrounds and/or
-- stage elements.
- Single Batarang (QCF+LP) has been renamed to Batarang.
- Can now have up to only 2 Batarangs (QCF+LP/QCF+P, midair) or Exploding Batarangs (QCF+HP) on screen at once.
- Batarang (QCF+LP) now has 6 less frames of startup, does notcieably more damage, slightly less chip, slightly less meter gain,
-- no longer does knockdown on hit on airborne opponents, and can now also be confirmed into from Bat Kicks (QCF+K) on hit.
- Input for Double Small Batarang has been changed from (QCB+MP) to (QCF+MP).
- Double Small Batarang (QCF+MP) now does somewhat more damage, slightly less chip, slightly less meter gain, and can now also be
-- confirmed into from Bat Kicks (QCF+K) on hit.
- Stun Electric Batarang (Formerly (QCF+MP) removed for being redundant/overlapping with the similarly functioning Bat Bolas (RDP+P).
- Exploding Batarang (QCF+HP) now has 5 more frames of startup, does slightly more damage, slightly less meter gain, and can now also
-- be confirmed into from Bat Kicks (QCF+K) on hit.
- Air Batarang (QCF+P, midair) now does notcieably more damage, slightly less chip, slightly less meter gain, no longer does
-- knockdown on airborne opponents, can now also be confirmed into from Bat Upper (DP+P), Bat Grapple Swing (QCB+MK), and
-- Bat Grapple Aerial Swing (QCB+K, midair) on hit, and is now correctly registered as an aerial projectile instead of a standing
-- projectile.
- Input for Bat Upper changed from (B,F+P) to (DP+P).
- Bat Upper (DP+P) now does slightly more damage, slightly less chip, slightly more meter gain, and can now also be confirmed
-- into from Bat Kicks (QCF+K) on hit.
- Dark Knight Strike special is being removed, mostly for being redundant in regards to the Bat Kicks (QCF+K) special. Most aspects
-- of it however have been reworked into a new super, similarly named Dark Knight Strikes.
- Single Small Batarang (Formerly QCB+LP) has been removed, mostly for being redundant with the other large array of batarang
-- specials.
- Triple Small Batarang (Formerly QCB+HP) has been removed, again for mostly being redundant with the other large array of batarang
-- specials.
- Input for Bat Bolas has been changed from (RDP+P) to (QCB+P).
- Bat Bolas (QCB+P) now have a built-in "Once per combo" limiter, and can also now be cancelled out of by pressing (K) during the
-- stance.
- Bat Bolas (QCB+P) now has 10 less frames of startup, do somewhat more damage, slightly less chip, noticeably less meter gain, and
-- can now also be confirmed into from Bat Kicks (QCF+K) on hit.
- Fixed issue with the Bat Bolas (QCB+P) immediately disappearing on a hit target if they were hit while airborne.
- Downward Exploding Batarang (QCB+P, midair) now does slightly more damage, slightly more meter gain, can now also be confirmed into
-- from Bat Upper (DP+P), Bat Grapple Swing (QCB+MK), and Bat Grapple Aerial Swing (QCB+K, midair) on hit, and is now correctly
-- registered as an aerial special instead of a standing special.
- Now a hard limit of one (1) Downward Exploding Batarang (QCB+P, midair) allowed out at a time.
- Bat Kick has had its named changed to Bat Kicks, and its input changed from (B,F+K) to (QCF+K).
- The LK version of Bat Kicks (QCF+K) now has 2 less frames of recovery, does somewhat less damage, slightly less chip, somewhat more
-- meter gain, no longer does knockdown on airborne opponents, and is now correctly registered as a special instead of a normal.
- The MK version of Bat Kicks (QCF+K) is now overall 3 frames faster, does somewhat less damage, slightly less chip, somewhat more
-- meter gain, no longer does knockdown on airborne opponents, and is now correctly registered as a special instead of a normal.
- The HK version of Bat Kicks (QCF+K) is now overall 2 frames faster, does somewhat less damage, slightly less chip, noticeably more
-- meter gain, and is now correctly registered as a special instead of a normal. The final hit no longer hits OTG or is air unblockable.
- Input for Bat Grapple Forward changed from (QCF+K) to (QCB+LK).
- Bat Grapple Forward (QCB+LK) now does somewhat less damage, slightly less meter gain, now also does knockdown on hit on grounded
-- opponents as well, and can now also be confirmed into from Bat Kicks (QCF+K) on contact.
- Input for Bat Grapple Swing changed from (QCB+K) to (QCB+MK).
- Bat Grapple Swing (QCB+MK) now does slightly more damage, somewhat more meter gain, can now also be confirmed into from Bat Kicks (QCF+K)
-- on contact, is now correctly registered as an aerial special instead of a standing normal.
- Input for Bat Grapple Airbound changed from (DP+K) to (QCB+HK).
- Bat Grapple Airbound (QCB+HK) now has 5 less frames of startup, on top of additionally being 5 frames faster overall, does slightly more
-- damage, noticeably more meter gain, now hits high, no longer hits low, can now also be confirmed into from Bat Kicks (QCF+K) on contact,
-- and is now correctly registered as an aerial special instead of a crouching normal.
- Bat Grapple Aerial Swing (QCB+K, midair) now does slightly more damage, somewhat more meter gain, now recovers before landing, can now
-- also be cancelled into from Bat Upper (DP+P) on hit, and is now correctly registered as an aerial special instead of a standing normal.
- Now has a new super in Dark Knight Strikes (QCF+PP).
- Input for Bat Swarm has been changed from (QCF+PP) to (QCB+PP).
- Bat Swarm (QCB+PP) now does noticeably less damage (Having also had any damage variance removed), can now also be confirmed into from
-- Dark Knight Strikes (QCF+PP) on contact, and is now correctly registered as a super instead of a special.
- Super pause timing for Bat Swarm (QCB+PP) has been reworked.
- Input for Dark Knight Ride has been changed from (QCB+PP) to (QCF+KK).
- Dark Knight Ride (QCF+KK) now does noticeably less damage and can now also be confirmed into from Dark Knight Strikes (QCF+PP) on contact.
- Super pause timing for Dark Knight Ride (QCF+KK) has been reworked.
- Call of Vengeance (Formerly QCF+KK) has been removed, mostly for being not particularly useful.
- Urban Vengeance (QCB+KK) now does somewhat less damage, slightly less chip, can now also be confirmed into from Dark Knight Strikes (QCF+PP)
-- on contact, and is now correctly registered as a super instead of a normal.
- Super pause timing for Urban Vengeance (QCB+KK) has been reworked.
- Bat Mech super (Formerly QCF+PK) has been removed.
- Input for Legend of The Batmen has been changed from (QCB+PK) to (QCF+PK).
- Legend of The Batmen (QCF+PK) now does severely more damage, slightly more chip, can now also be confirmed into from Dark Knight Strikes (QCF+PP)
-- on contact, and is now correctly registered as a super instead of a normal.
- Super pause timing for Legend of The Batmen (QCF+PK) has been reworked.
- Recovery roll removed.
- Replaced most/all of the Ron Perlman voiced clips from Justice League Heroes with Kevin Conroy clips from the Injustice games and
-- Multiversus.
OTHER NOTES (CHAR ORDER COMPLETE : 43/??) (Originally completed on 10/3/2022)
Was probably highest up on the list of "when is [X] getting in/why isn't [X] in the game yet]", which was mostly why he was planned for this wave.
Overall just glad this character didn't end up taking more than 2 weeks, especially after how bloated work on the previous rework (Zangief) got
via having to then retweak stuff on every other already reworked character. You'd think I'd have more to say on him, and I could certainly spend
a good amount of time remarking on the absolute dilapidated most/all of his hurtboxes were in, but honestly, at the moment I'm just glad he's
done.
;------------------------------------------------------------------------------------
JUBILEE
WHAT'S NEW
- Mirror match intros set up.
- Set up intro against Sabretooth.
- Set up team intros with Beast, Bishop, Cable, Colossus, Cyclops, Dazzler, Gambit, Iceman, Jean Grey,
-- Nightcrawler, Psylocke, Storm, and Wolverine.
- Some of her frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- st. LP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames
-- of recovery as well, does slightly more damage, and slightly more meter gain.
- st. MP now has 1 more frame of startup, is less active by 2 frames, subsequently also having 2 less frames
-- of recovery as well, does slightly more damage, and slightly less meter gain.
- st. HP now has 1 less frame of startup, 1 more frame of startup, does somewhat more damage, and slightly
-- more meter gain.
- st. LK is now less active by 4 frames, subsequently also having 4 less frames of recovery as well, does
-- slightly more damage, and slightly more meter gain.
- st. MK now has 1 less frame of startup, is less active by 4 frames, has 2 more frames of recovery, does
-- slightly more damage, and somewhat more meter gain.
- st. HK now has 1 more frame of startup, is less active by 2 frames and has 1 less frame of recovery,
-- totalling to 3 less frames of recovery overall, does somewhat more damage, and slightly more meter gain.
- cr. LP now has 1 more frame of startup, is more active by 2 frames, has 4 less frames of recovery, does
-- slightly more damage, and slightly more meter gain.
- cr. MP now has 1 less frame of startup, is more active by 1 frame, has 3 less frames of recovery, and does
-- slightly more damage.
- cr. HP now has 2 more frames of startup, is more active by 3 frames, has 13 less frames of recovery, does
-- somewhat more damage, and slightly more meter gain.
- All crouching kick normals no longer whiff on airborne opponents and no longer hit OTG.
- cr. LK now has 4 less frames of recovery, does slightly more damage, and slightly more meter gain.
- cr. MK is now more active by 1 frame, 6 less frames of recovery, does slightly more damage, and slightly
-- less meter gain.
- cr. HK now has 3 less frames of startup, is more active by 1 frame, does somewhat more damage, and slightly
-- more meter gain.
- j. LP now has 1 more frame of startup, is more active by 2 frames, has 4 less frames of recovery, does
-- slightly more damage, and slightly more meter gain.
- j. MP now has 2 more frames of startup, is less active by 3 frames and has 1 less frame of recovery, totalling
-- to 4 less frames of recovery overall, does slightly more damage, and slightly less meter gain.
- j. HP now has 1 more frame of startup, 1 more frame of recovery, does somewhat more damage, slightly more meter
-- gain, and no longer has a "meteor" effect on hit on airborne opponents.
- j. LK now has 3 less frames of recovery, is more active by 1 frame, has 1 less frame of recovery, does slightly
-- more damage, and slightly more meter gain.
- j. MK is now more active by 1 frame, has 1 less frame of recovery, does slightly more damage, and slightly less
-- meter gain.
- j. HK is now less active by 3 frames, has 2 more frames of recovery, does somewhat more damage, and slightly
-- more meter gain.
- Can now also throw with HK, can no longer throw with MP.
- Firework (QCF+P, Air OK) now has a hard limit of up to 2 projectiles allowed on screen at a time. All versions
-- now also do the same damage/chip/meter gain.
- Firework (QCF+P, Air OK) now does somewhat more damage and slightly less chip.
- LP and MP versions of Rising Shine (DP+P) now do slightly less meter gain.
- Rising Shine (DP+P) "mash" followups have been removed.
- Rising Shine (DP+P) now does slightly less chip, has proper pre-active DP invuln, does knockdown on hit, and can
-- now also be confirmed into from Mini July (RDP+P) on hit.
- Multiple Fireworks (HCF+P) has been removed for the time being.
- Jolt Flare (QCB+P) now does slightly more damage and significantly more meter gain (And meter gain at all now).
- Input for Mini July has been changed from (D,D+P) to (RDP+P).
- Mini July (RDP+P) now does slightly less chip, significantly more meter gain (And meter gain at all now), and now
-- hits OTG.
- All versions of Freestyle Kick (QCF+K) now do the same damage (Using the original MK version's as a base) and chip.
- Freestyle Kick (QCF+K) now does slightly less chip and somewhat more meter gain.
- Spark Trail (QCF+K, midair) can now also be confirmed into from Freestyle Kick (QCF+K) on hit.
- The LK and MK versions of Reverse Flash (QCB+K) now do slightly less meter gain.
- Single firework projectile from MK version of reflected Reverse Flash (QCB+K) now does the same damage and chip as
-- firework projectiles from Firework (QCF+P, Air OK).
- Hit from Reverse Flash (QCB+K) directly itself now does slightly more damage and slightly less meter gain.
- Super effect redone, previous one was far too eye straining.
- Starmine (QCF+PP) now does noticeably more damage.
- Super pause timing for Starmine (QCF+PP) has been reworked.
- Air Starmine (QCF+PP, midair) now does severely less damage, somewhat less chip, and can now also be confirmed into
-- out of Rising Shine (DP+P), Freestyle Kick (QCF+K), and Spark Trail (QCF+K, midair) on contact.
- Super pause timing for Air Starmine (QCF+PP, midair) has been reworked.
- Big Bang Burst (QCB+PP) now does noticeably more damage, slightly less chip, and can now also be confirmed into from
-- Starmine (QCF+PP) on contact.
- Super pause timing for Big Bang Burst (QCB+PP) has been reworked.
- Go Time (QCF+KK) now does somewhat less damage, slightly less chip, and can now also be confirmed into from
-- Starmine (QCF+PP) on contact.
OTHER NOTES (CHAR ORDER COMPLETE : 44/??) (Originally completed on 10/11/2022)
I can't remember if I started working on her the day OF or AFTER I finished Batman's rework, but I'm just gonna count
that as "I got her rework done in a week" anyway because that makes me feel good. That aside, besides her supers being
slightly wonky to make chain together, her rework was overall significantly smoother compared to the immediate prior
chars (Batman and to a lesser extent due to other circumstances as well Zangief), something I immensely appreciate.
;------------------------------------------------------------------------------------
BANE
WHAT'S NEW
- Mirror match intros set up.
- Set up intros against Batman, Green Arrow, Steel, and Superman.
- Set up win poses against Captain America and Captain Atom.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- All normals no longer do any chip damage.
- Filled in the few remaining gaps in his grounded zigzags.
- st. LP now has 1 more frame of startup, is more active by 2 frames, has 5 less frames of recovery,
-- does slightly less damage, and slightly more meter gain.
- st. MP now has 2 less frames of startup, is less active by 7 frames, has 8 less frames of recovery,
-- does slightly less damage, and slightly more meter gain.
- st. HP now has 7 less frames of startup, is more active by 3 frames, has 4 less frames of recovery,
-- does slightly less damage, and slightly more meter gain.
- st. LK now has 3 less frames of startup, is more active by 1 frame, has 6 less frames of recovery,
-- does slightly less damage, and slightly more meter gain.
- st. MK now has 1 less frame of startup, is less active by 1 frame and has 1 less frame of recovery,
-- totalling to 2 less frames of recovery overall, does slightly less damage, and slightly more meter
-- gain.
- st. HK now has 10 less frames of startup, is more active by 4 frames, has 10 less frames of recovery,
-- does slightly less damage, and slightly more meter gain.
- cr. LP and cr. MP have been swapped around, as their frame data was more fitting for their respective
-- counterparts.
- cr. LP is now less active by 3 frames and has 6 less frames of recovery, totalling to 9 less frames of
-- recovery overall, does somewhat less damage, and slightly less meter gain.
- cr. MP now has 2 more frames of startup, is now less active by 2 frames and has 1 less frame of recovery,
-- totalling to 3 less frames of recovery overall, does slightly more damage, somewhat more meter gain, no
-- longer hits low, and is no longer air unblockable.
- cr. HP now has 3 less frames of startup, is less active by 1 frame and has 6 less frames of recovery,
-- totalling to 7 less frames of recovery overall, does slightly more damage, slightly more meter gain, no
-- longer hits low, and is no longer air unblockable.
-- All crouching kick normals are no longer air unblockable.
- cr. LK now has 4 less frames of startup, 6 less frames of recovery, does slightly less damage, and
-- slightly more meter gain.
- cr. MK now has 5 less frames of startup, is more active by 1 frame, has 7 less frames of recovery, does
-- slightly less damage, and slightly more meter gain.
- cr. HK now has 7 less frames of startup, is more active by 5 frames, has 2 less frames of recovery, does
-- slightly less damage, and slightly more meter gain.
- j. LP now has 3 less frames of startup, is less active by 5 frames, has 3 more frames of recovery (And
-- recovery at all now), does slightly less damage, and slightly more meter gain.
- j. MP now has 2 less frames of startup, is less active by 1 frame and has 2 less frames of recovery,
-- totalling to 3 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- j. HP now has 6 less frames of startup, 3 more frames of recovery, does slightly less damage, and slightly
-- more meter gain.
- j. LK now has 1 less frame of startup, is less active by 9 frames, has 3 more frames of recovery (And
-- recovery at all now), does slightly less damage, and slightly more meter gain.
- j. MK now has 7 less frames of startup, is less active by 5 frames and has 6 less frames of recovery,
-- totalling to 11 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- j. HK now has 3 less frames of startup, is less active by 3 frames and has 3 less frames of recovery,
-- totalling to 6 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- Can no longer (regular) throw opponents who are airborne.
- Throws are now directionally based instead of button based.
- Can now throw with HP; can no longer throw with MK.
- Leaping Stomp (Formerly QCF+P) has been removed, almost entirely for being not particularly useful
-- outside of being incredibly obnoxious.
- Input for Manhole Chuck has been changed from (QCB+P) to (QCF+P).
- Manhole Chuck (QCF+P) now has 12 less frames of startup, 6 less frames of recovery, does slightly
-- less chip, and can now also be confirmed into from cr. HK on contact and out of Rock Stomp (QCB+K)
-- on hit.
- Divebomb (Formerly QCF+P, midair) removed, primarily for not being particularly functional to begin
-- with.
- Now has a new command grab special in Popup Powerbomb (QCB+P), also confirmable like almost every
-- other command grab in this.
- Running Wall Slam (QCF+K) now does slightly more damage (And the same damage across all versions now),
-- and can now also be confirmed into out of cr. HK on contact and out of Rock Stomp (QCB+K) on hit.
- Rock Stomp (QCB+K) now has 8 less frames of startup, noticeably longer recovery, does slightly less
-- damage, slightly less meter gain, somewhat more meter gain, can now be confirmed into from all
-- grounded normals on contact, and is now correctly registered as a special instead of a normal.
- Rock Stomp (QCB+K) no longer launches or allows Bane to superjump during it on hit like a launcher.
- Super pause effect has been severly overhauled to now more closely resemble the formatting used by Lobo's.
- Input for Car Smash has been changed from (QCB+PP) to (QCF+PP).
- Car Smash (QCF+PP) now does slightly more damage, can now be confirmed into from all grounded normals and
-- Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit, and is now correctly registered
-- as a physical super instead of a normal throw.
- Input for Combo Backbreaker has been changed from (QCF+PP) to (QCB+PP).
- Combo Backbreaker (QCB+PP) now does noticeably more damage, is now confirmable into from all grounded
-- normals on contact, and is now correctly registered as a command grab super instead of a physical super.
- Jumping Backbreaker (QCF+KK) now does noticeably more damage and can now also be confirmed into from
-- Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit.
- Former Level 3 super Overdose (Formerly QCB+KK) has been removed, primarily for being both unfun to use
-- and fight against with its incredibly limitied movepool while in its "install".
- Input for Venom Geyser has been changed from (QCF+PK) to (QCB+KK).
- Venom Geyser (QCB+KK) now does noticeably more damage, no longer hits low, is no longer air unblockable, and
-- can now also be confirmed into from Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K) on hit.
- Former "pseudo" super Deadshot has been reworked into a Level 3 super.
- Deadshot (QCF+PK) now does severely more damage, bullets no longer whiff on airborne opponents, and can now
-- be confirmed into from all grounded normals and Rock Stomp (QCB+K) on contact and from Running Wall Slam (QCF+K)
-- on hit. Now also locks off all other supers besides Venom Geyser (QCB+KK) until Deadshot leaves.
- Recovery roll removed.
- Replaced most/all of the original voiced clips with Fred Tatasciore clips from the Injustice games.
OTHER NOTES (CHAR ORDER COMPLETE : 45/??) (Originally completed on 10/15/2022)
Back to mostly rough after the relative comfort of Jubilee's rework, although to be entirely honest this was
pretty smooth smailing in spite of it, if the being completed in 4 days wasn't sign enough of that. This WOULD
have marked the completion of v1.05 in the originals plans, but as is there's still one more character to go.
;------------------------------------------------------------------------------------
NRVNQSR CHAOS
WHAT'S NEW
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- All grounded normals are no longer air unblockable.
- st. LP now has 1 less frame of startup, 7 less frames of recovery, does slightly less damage,
-- and slightly more meter gain.
- The original st. MP and st. HP have been replaced with the 2nd and 3rd parts of his Half Moon
-- auto combo.
- st. MP is now more active by 1 frame, has 10 less frames of recovery, does slightly less damage,
-- and slightly more meter gain.
- st. HP now has 6 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. LK is now less active by 1 frame and has 3 less frames of recovery, totalling to 4 less frames
-- of recovery overall, does slightly less damage, and slightly more meter gain.
- st. MK is now less active by 1 frame and has 14 less frames of recovery, totalling to 15 less frames
-- of recovery overall, does slightly less damage, and slightly more meter gain.
- st. HK now has 1 less frame of startup, is less active by 2 frames and has 8 less frames of recovery,
-- totalling to 10 less frames of recovery overall, does slightly less damage, and slightly more meter
-- gain.
- Now has a new cr. LP made from parts of his former cr. LP, which is now his current cr. MP. His former
-- cr. MP in turn has been into a replacement for his former cr. HK, becoming his current cr. HK.
- cr. LP now has 2 less frames of startup, is less active by 3 frames and has 7 less frames of recovery,
-- totalling to 10 less frames of recovery overall, does slightly more damage, slightly more meter gain,
-- and now only hits once.
- cr. MP now has 3 less frames of startup, is less active by 7 frames and has 9 less frames of recovery,
-- totalling to 16 less frames of recovery overall, does slightly more damage, slightly more meter gain,
-- now only hits once, and no longer hits low.
- cr. HP now has 1 less frame of startup, is now less active by 1 frame and has 12 less frames of
-- recovery, totalling to 13 less frames of recovery overall, does slightly less damage, and is now a
-- launcher.
- cr. LK now has 2 less frames of startup, 3 less frames of recovery, does slightly less damage, and
-- slightly more meter gain.
- cr. MK now has 3 less frames of startup, 3 less frames of recovery, does slightly more damage,
-- slightly more meter gain, and now only hits once.
- cr. HK now has 5 less frames of recovery, is more active by 4 frames, has 10 less frames of recovery,
-- does slightly more damage, does slightly more meter gain, and now hits low instead of high.
- No longer needs to wait until being grounded again to recover from whiffed air normals.
- j. LP now has 1 less frame of startup, is less active by 11 frames and has 9 less frames of recovery,
-- totalling to 20 less frames of recovery overall, does slightly less damage, and slightly more meter
-- gain.
- j. MP now has 4 less frames of startup, is more active by 1 frame, has 3 less frames of recovery,
-- does slightly less damage, and slightly more meter gain.
- j. HP now has 2 less frames of startup, is more active by 5 frames, has 12 less frames of recovery,
-- does slightly less damage, and slightly more meter gain.
- j. LK now has 1 less frame of startup, is less active by 11 frames and has 11 less frames of recovery,
-- totalling to 22 less frames of recovery overall, does slightly less damage, slightly more meter gain,
-- and now only hits once.
- j. MK now has 2 less frames of startup, is more active by 2 frames, has 13 less frames of recovery,
-- does slightly less damage, slightly more meter gain, and now only hits once.
- j. HK now has has 8 less frames of startup, does somewhat less damage, and slightly more meter gain.
- Regular throw has been changed from 2P/2K + direction to HP/HK + direction. Air throw has been
-- kept as 2P + direction, however so as to not mess with it now also being confirmable.
- Being listed separately for the sheer amount of specials it can potentially cover, almost all of Nero's
-- animal summons can now be directly attacked.
- Likewise, most animal summons will also fade if Nero is hit, with there being a few exceptions to this
-- with their own reasons for being excluded.
- Chaos Release - Black Wings - Straight (QCF+LP) now does slightly more damage, slightly less chip,
-- slightly more meter gain, can now be confirmed into from all grounded normals on contact, and is now
-- correctly registered as a standing projectile instead of an aerial projectile.
- Chaos Release - Black Wings - Hunting (QCF+MP) now has 6 less frames of startup, does slightly more damage,
-- slightly less chip, slightly more meter gain, can now be confirmed into from all grounded normals on
-- contact, and no longer does knockdown on airborne opponents on hit.
- Chaos Release - Black Wings - Nesting (QCF+HP) now has 2 less frames of startup, does slightly more damage,
-- slightly less chip, and slightly more meter gain.
- Chaos Release - Black Wings - Shallow Dive (DP+LP) now does slightly more damage, slightly less chip,
-- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Chaos Release - Black Wings - Swan Dive (DP+MP) now does slightly more damage, slightly less chip,
-- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Chaos Release - Black Wings - Stalking (DP+HP) now does slightly more damage, slightly less chip,
-- slightly more meter gain, and can now be confirmed into from all grounded normals on contact.
- Input for Chaos Release - Horned Beasts has been changed from (RDP+P) to (QCB+P).
- All versions of Chaos Release - Horned Beasts (QCB+P) now does slightly more meter gain and can now be
-- confirmed into from all grounded normals on contact. The deers from all versions now do slightly more
-- damage and slightly less chip.
- LP version of Chaos Release - Horned Beasts (QCB+P) now has 2 less frames of recovery.
- MP version of Chaos Release - Horned Beasts (QCB+P) now has 6 less frames of recovery.
- HP version of Chaos Release - Horned Beasts (QCB+P) now has 10 less frames of recovery.
- Input for Chaos Discharge - Scaled Insect Form has been changed from (D,D+K) to (QCF+K).
- Chaos Discharge - Scaled Insect Form (QCF+K) now has 3 less frames of startup. The puddle trap now does
-- slightly more damage, slightly more chip, no longer does knockdown on hit on airborne opponents, is no
-- longer air unblockable, and is now correctly registered as a crouching physical special instead of a
-- crouching projectile special.
- Input for what is now Chaos Release - Buffalo Headbutt has been changed from (DF+HP) to (DP+K).
- Chaos Release - Buffalo Headbutt (DP+K), formerly a command normal, now a new psuedo-DP special, now has
-- less frames of recovery, does somewhat less damage, slightly more meter gain, and can now be confirmed
-- into out of all grounded normals on contact.
- All versions of Chaos Discharge - Reptilian (QCB+K) now do slightly more meter gain.
- LK version of Chaos Discharge - Reptilian (QCB+K) now does somewhat less damage, slightly less chip, and
-- is now correctly registered as a crouching grab special instead of a standing special projectile.
- MK version of Chaos Discharge - Reptilian (QCB+K) now does slightly more damage, slightly less chip, is no
-- longer air unblockable, and is now correctly registered as a crouching physical special instead of a
-- standing special projectile.
- HK version of Chaos Discharge - Reptilian (QCB+K) now does slightly more damage, slightly less chip, and is
-- now correctly registered as a crouching physical special instead of a standing special projectile.
- All versions of Chaos Exposure - Premature Egg (RDP+K) now do slightly more meter gain, no longer does
-- knockdown on hit on airborne opponents, and can now be confirmed into all grounded normals on contact.
-- Clouds from all versions now do the same damage and chip per hit and are now correctly registered as
-- crouching physical specials instead of crouching projectile specials. (I originally wanted to also allow
-- Nero to have up to 2 clouds out at a time, but spawning another one while one was already out caused some
-- behavior jankery, so I unfortunately had to nix that.)
- LK version of Chaos Exposure - Premature Egg (RDP+K) has had the hitbox on it while still emerging from
-- Nero removed to better match its MK and HK counterparts.
- MK version of Chaos Exposure - Premature Egg (RDP+K) now has 3 less frames of startup.
- HK version of Chaos Exposure - Premature Egg (RDP+K) now has 6 less frames of startup.
- Chaos Discharge - Flying Poisonous Insect has been removed, Hornet takes far to long to go away
-- and can't be hit or stopped at all.
- Input for Chaos Release - Phantasmic has been changed from (QCFQCF+P) to (QCF+PP).
- Chaos Release - Phantasmic (QCF+PP) now does noticeably more damage, slightly less chip, and can now
-- be confirmed into from all grounded normals and Chaos Release - Buffalo Headbutt (DP+K) on contact.
- Super pause timing for Chaos Release - Phantasmic (QCF+PP) has been reworked.
- Inputs for (Chaos Release - Black Wings Flock) and (Chaos Release - Black Wings Assault), originally both
-- separate levels of the same super, have been changed from (QCFQCF+K) to (QCB+PP) and (QCF+KK) respectively.
- Chaos Release - Black Wings Flock (QCB+PP) now does noticeably less damage, somewhat less chip, can now
-- be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), and
-- Chaos Release - Phantasmic (QCF+PP) on contact, and is overall significantly faster.
- Super pause timing for Chaos Release - Black Wings Flock (QCB+PP) has been reworked.
- Chaos Release - Black Wings Assault (QCF+KK) now does noticeably less damage, somewhat less chip,
- Super pause timing for Chaos Release - Black Wings Assault (QCF+KK) has been reworked.
- Input for Chaos Exposure - Reptile Form has been changed from (QCBQCB+K) to (QCB+2K).
- Chaos Exposure - Reptile Form (QCB+KK) now does noticeably more damage, slightly less chip, and can now
-- be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K), and
-- Chaos Release - Phantasmic (QCF+PP) on contact.
- Super pause timing for Chaos Exposure - Reptile Form (QCB+KK) has been reworked.
- Input for Number of the Beast has been changed from (F,HCF+P) to (QCF+PK).
- Number of the Beast (QCF+PK) now has 30 less frames of startup, does significantly more damage, noticeably
-- less chip, and can now be confirmed into from all grounded normals, Chaos Release - Buffalo Headbutt (DP+K),
-- and Chaos Release - Phantasmic (QCF+PP) on contact.
OTHER NOTES (CHAR ORDER COMPLETE : 46/??) (Originally completed on 10/23/2022)
Brain VERY tired as I write this, so I'll keep it brief. 2nd Melty char, let alone the first, was originally
gonna be a WAYS off, but Arc ended up getting added way earlier than I had originally anticipated, and not liking
her sticking out awkwardly at the bottom of the character select, Nero here ended up tacked on at the end of the
original roster lineup for v1.05. Overall, as far as his rework is concerned, VERY glad I had my experience from
having already done Arcueid's rework so I wasn't going into Rajaa's... unique coding quirks completely blind again.
Also having him down now means I still had v1.05 done in time for Halloween after all, which I'm pretty happy with.
;------------------------------------------------------------------------------------
KNOWN ISSUES
- Found another instance of Gamma Spear (QCF+K, Air OK) causing the opponent to be left stuck in place,
-- albeit now unhittable, although the setup needed for this seems to be far more complex, and to be entirely
-- honest I've had some difficulty replicating it after the first instance of it. If anyone happens to find
-- whatever seems to be cause this with any replicatable consistency so I can attempt to fix this (again),
-- I would greatly appreciate it.
- Figured out the web-gauge thing disappearing for a bit thing on Spider-Man, it seems to be whenever he's
-- forced into an opponent-side custom state, not much can be done there for the time being.
- Performing Emerald Swordsman (QCF+P, midair) as Hal while rubbing up against a wall seems to result
-- in unintended/strange behavior, currently unsure why.
- Sometimes after quickly charging up after performing a pre-charged Kinetic Card (QCF+P), it does not
-- correctly register the variable to the "charged" value, even if it will not let you charge again
-- before using it, resulting in a regular version of Kinetic Card coming out instead. Not entirely
-- sure why THIS happens either but working on it. Possibly MUGEN/IKEMEN variable counters not being
-- able to keep up?
;EDIT - Have managed to further narrow this down to happening with notably more consistency if done
------- while the opponent is still being hit by a previous Kinetic Card. I'm still not entirely sure
------- WHY it's like this still but hey.
- Possibly some slowdown on the Kent Family Farm (Stage for Supergirl) stage, normally only seems to happen while
-- "dev stuff" is open, but also seems to happen if set to full screen during tag? Not entirely sure on this one
-- to be honest, still not entirely sure WHY this stage in particular seems to cause slowdown to begin with (Although
-- I suspect it might be almost every element on this stage all having separate anims to themselves due to reflecting
-- the transition over time on the stage itself, including for lighting up during thunder strikes).
- On the very rare occasion where Jay Garrick's Human Whirlwind (QCF+PP) super does not properly set them up into
-- "funnel" on hit, Jay will be stuck in a loop until the opponent walks back into the super. Not entirely sure
-- what causes this particular situation yet.
- Despite the fact that each version of Poison Ivy's Poison Kiss (QCF+P) is supposed to be usable once per combo,
-- using the HP version will also lock her out of the LP version as well until the combo ends. I'm not sure what
-- is causing this exactly, but working on figuring that out.
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