Yomi-no-Kuni
Smash Lord
I'm going to be taking a closer look at the changenotes and changes ingame on my Stream right now!
http://www.twitch.tv/yomedrath/c/5502761
Sadly much of it is me trying to control the debug features, but there's alot of information in there!
Join in and discuss with me, (in the thread or in my stream) i'll be saving the video and I'll be posting it in the thread after I'm done.
http://www.twitch.tv/yomedrath/c/5502761
Sadly much of it is me trying to control the debug features, but there's alot of information in there!
Join in and discuss with me, (in the thread or in my stream) i'll be saving the video and I'll be posting it in the thread after I'm done.
Charizard Changelist
Tilts
-Forward Tilt
--Intangibility on head has been removed.
--Hitlag homogenized from 0.95x -> 1x.
-Down Tilt
--Sourspot hitbox damage increased from 8 -> 10, BKB decreased from 65 -> 35, and knockback angle changed from 80 -> 75.
--Sweetspot hitbox damage increased from 10 -> 12 and KBG decreased from 100 -> 90.
Smashes
-Forward Smash sourspot hitbox has a normalized SDI multiplier from 0x -> 1x.
-Up Smash
--First pop-up hitbox at his feet are not at his chest.
--Hitboxes are no longer unclankable.
--Hitbox attached to bone0 was moved to Charizard’s chest and made smaller from 6 -> 4.5.
Aerials
-Neutral Aerial
--Landlag increased from frame 19 -> 25 (+3 frames to L-canceled lag)
--Added TailUb as a collision bone (1st 1/4th of the tail) and shifted Charizard up during the swinging part.
--Initial reverse flame hit damage decreased from 13 -> 11, KBG decreased from 100 -> 90, and x offset decreased from 2.5 -> 0.
--Upper flame hit damage increased from 12 -> 13, size reduced, and disjoint decreased.
--Back flame hit window shifted earlier from frame 22 -> 18, knockback angle changed from 28 -> 50, KBG increased from 90 -> 100, and hitbox moved in.
-Forward Aerial
--Animation changed, with different hitbox coverage but identical horizontal reach.
--Strong lingering hitbox from frames 13-15 has been removed.
-Down Aerial animation doesn’t move upwards as much at the beginning.
Throws
-Up Throw bug that allowed for ceiling KOs with descending hits has been removed.
Specials
-Neutral Special (Flamethrower)
--Hitboxes decay to 1% starting on frame 11 from frame 13.
--Decayed hitboxes no longer cause flinching or knockback but are larger than before. Normal 2% hitboxes are unchanged.
--Slightly increased size of flame GFX.
-Up Special
--Grounded intangibility moved from 1-5 to 3-6
--Grounded Up Special initial hitbox knockback angle changed from 361 -> 50 and BKB increased from 67 -> 70.
--Grounded Up Special flub hitbox damage increased from 9 -> 10.
--Aerial peak has HipN ~2 units lower for vertical sweetspotting purposes.
--Both air and ground FSM speedups removed, shortened hang time by enabling gravity earlier instead.
--Reduced amount of horizontal TransN movement at the end.
--Landing on platforms has been made more natural.
-Down Special (Fly)
--Removed frame 1 momentum halt.
--Intangibility removed.
-Aerial Down Special (Glide)
--Removed frame 1 momentum halt.
--GlideStart now plays full animation with initial wing flap.
--GlideStart has momentum loop to accelerate/decelerate Charizard from his previous horizontal velocity to his glide velocity more smoothly.
--GlideStart’s initial minimum horizontal velocity increased.
--GlideEnd and reverse GlideEnd go into aerial fall (action F) instead of fall (action E).
--GlideEnd turn happens on frame 5 + momentum reversal.
--Glide Attack intangibility has been removed; hitboxes have been shrunken, hitboxes have less disjoint. and hitlag multiplier decreased from 1.15x -> 1x on strong hit.
--Glide Attack and GlideEnd interrupts made earlier to compensate for added startup animation.
Others
-Dash Attack IASA frames delayed from frame 34 -> 38.
-Spotdodge intangibility +1 frame, IASA +2 frames
-Ledge Attack bug on Dracula’s Castle where he falls off was fixed.
-Ledge grab box y-offset 11 -> 13 and width 15 -> 13 to increase vertical reach during jumps/falling to adjust for global edge changes.
-Up Taunt has a new animation.
-Final Smash has been created.
Last edited: