v0.49.12‐pre‐release - HDR-Development/HewDraw-Remix GitHub Wiki

Hello! Before doing anything else, please carefully read the following:

Nearly a year and a half ago, the maximum DI threshold was erroneously changed from 18 to 15 degrees. This went unnoticed until eventually being discovered internally. At that time, we elected not to backtrack through eleven months' worth of redesigns and balance changes. We have since continued developing with consideration for the lowered DI value

After months of discussion and weighing of internal and player feedback, we are looking into trying out 18 degrees again. We have just pushed v0.49.12-pre-release, which contains this reversion

HOWEVER, this is NOT CONFIRMATION that we will commit to this change

We have made 15 degrees work well, and are confident that continuing development with it would not be a roadblock in terms of what we could achieve with our castwide balance. Combing through all 89 characters to carefully examine and adjust move data for this change is an extremely involved undertaking, and is not something we have the bandwidth to complete by ourselves while at the same time trying to execute our plans for the next major release. So this is where we turn to our playerbase to help gather information, as we are well aware of the potential reception to such a decision

Most tools and setups should work more or less the same on 18 degrees, but many others will become significantly stronger or weaker. We need your help to playtest, lab, and find as much as you can with regards to which movesets are adversely affected in this way. It's going to be a lot, but we are willing to sift through everything if it means that enough can be addressed in the next few months to let us be confident pushing a full release on 18 degrees

To that end, please use this forum post which we have opened to relay feedback specific to this pre-release. Note that it is to be used strictly for testing and reporting, and not for any type of discussion about the legitimacy of 15 or 18 degrees. We're being vulnerable by running things this way, and will readily close it down if it is abused

With all that being said, please let us know what you think of this pre-release, and happy hunting!

Get the pre-release here!

Engine

  • DI Strength: 15° -> 18°

Characters

Character changes use the following notation:

! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# Note
Kirby

General

+ [+] Probability of losing Copy Ability: 0.667 -> 0.6
# Probability is ((value * damage taken in a single hit)/100).

Dash Attack

Late Hit:
- [-] Angle: 65 -> 62
- [-] BKB: 45 -> 50
# Decreased reward for combo potency 

Back Aerial

Early Hit:
- [-] Damage: 14% -> 13%
~ [/] BKB: 15 -> 19
- [-] KBG: 108 -> 104
# Power decreased for 50/50 purposes with Up Aerial, still decent finisher

Inhale

- [-] Minimum Frames opponent is held: 17 -> 12
- [-] Maximum Frames before grab release: 600 -> 300

Pikmin Toss (Neutral Special)

+ [+] Reverted Max Pikmin at a time: 2 -> 3
~ [*] Pikmin now properly stale with Neutral Special

Cutter Dash

Air:
~ [*] Fixed an issue that caused the move to cancel early if used too close to the ground

Hammer Flip

! [R] All hitboxes when not fully charged can no longer reverse hit
! [!] Changed handle to weak hit with increased priority when not fully charged

Ground:
- [-] Startup increased by 1F
- [-] FAF (Not Fully Charged): 55 -> 60
- [-] FAF (Fully Charged) 60 -> 65

Ground (Weak Hit):
~ Damage: 19 -> 12%
~ BKB: 60 -> 74
~ KBG: 78 -> 66
~ Angle: 48 -> 63
~ Hitlag: 1.1 -> 1.0

Ground (Fully Charged)
- [-] Size (Handle): 3.9 -> 3.6
- [-] Damage: 35% -> 32%
- [-] BKB: 60 -> 55
- [-] KBG: 78 -> 72

Air (Strong Hit 1)
+ [+] Damage: 11% -> 12%
~ [/] BKB: 67 -> 60
- [-] KBG: 106 -> 102

Air (Weak Hit 1)
~ Damage: 12% -> 10%
~ BKB: 67 -> 66
~ KBG: 106 -> 73
~ Angle: 50 -> 65

Air (Strong Hit 2) -
- [-] KBG: 94 -> 92

Air (Weak Hit 2) -
~ Damage: 10% -> 8.5%
~ BKB: 67 -> 66
~ KBG: 94 -> 70
~ Angle: 38 -> 53

# Albeit having decreased priority, strong hits are still easy to hit but may require better spacing. With enough and damage charge even the weak hits can KO.

Stone

- [-] Changed to Once Per Airtime, including when initially used grounded.
! [!] Gravity and air drift is enabled on Frame 14 when transforming out of Stone.
- [-] Heavy Armor (Stone): 25% -> 15%
+ [+] Knockback Multiplier when Stone Heavy Armor is broken: 1.0 -> 0.5

Ground:
+ [+] Startup: 10F -> 9F
- [-] Maximum Frames in Stone on the ground: 150F -> 90F
+ [+] Shield Damage when started on the ground: 13 -> 16
+ [+] Shield Damage when started in the air: 6 -> 13
 

Air:
~ [/] Fall Speed: 4.5 -> 3.9
- [-] Shield Damage when started in the air: 3 -> 0
- [-] Shield Damage when pushed off an edge: 3 -> 0

Getting both hits on shield when starting in the air went from 41 -> 45 total. Using it on the ground went from 27 -> 30. Stone time is infinite in the air and does not count down until hitting the ground. Enabling gravity sooner means Kirby cannot perform an aerial out of Stone if he was grounded. But, it sort of land cancels and transitions nicely into grounded options if not jumped or airdodged out of. For now, these changes reduce stalling, encourage challenging Stone on the ground and makes the interaction faster paced, while making it riskier if Kirby is close to an unpunished enemy at the end of the move.

Young Link

Side Taunt

~ (*) Will now properly heal Young Link to 0% if he has less than or equal to 2.5% damage taken
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