v0.49.9‐pre‐release - HDR-Development/HewDraw-Remix GitHub Wiki
This changelog builds upon v0.49.8-pre-release
- Platforms
- Shield drops can now be performed during the first 6 frames of shield release
- Recoveries
- Re-introduced varying short amounts of "hangtime" at the apex of many recoveries' ascents
- Some time ago, sweeping changes were made across the cast to remove what was felt as an "awkward" element of gameplay — many up specials having a brief period of time after reaching the apex of the ascent where the character could neither drift horizontally nor fastfall, usually until transitioning to freefall. Drift/fastfall windows on these moves were almost universally pulled forward for the sake of making them feel "better," by giving the player more expected control once reaching the peak of the recovery
- What had failed to be accurately considered was the balancing aspect this change had on these moves. This "hangtime" originally possessed by these up specials was indeed a balancing factor intended to reduce recovery mixup potency and increase punishability/edgeguardability of certain recoveries. Its near-global removal was misguided
- While not fully reverting these changes, this release adds small, yet significant periods of time at the apex of certain up specials where the character cannot horizontally drift or fastfall
- Re-introduced varying short amounts of "hangtime" at the apex of many recoveries' ascents
- Stage Spikes
- Techs may again be input during the entirety of the wall/ceiling bounce animation (previously only the first two frames)
- Hitstun Multiplier after wallbounce: 0.8x -> 0.66x
- Ledges
- The airtime frame counter now increments while holding ledge
- This matches behavior from Melee and prevents situations where it was possible to attempt a ledgedash before the character's ECB shifts upwards, causing inconsistencies for some characters
- Footstool
- Footstool Lockout: 40F -> 30F
- Footstool can now be activated by pressing any Taunt input, a dedicated Short Hop button, or by pressing two different Jump buttons simultaneously
- Frees up a button slot for players with multiple Jump buttons that also had Taunt bound for footstool
- Note that using a Short Hop button to double jump will initiate the footstool lockout
- Other
- For attacks that do not reverse hit, damage turnaround is no longer determined solely by the receiver's base position in relation to the attacker's
- If the receiver is hit slightly behind the attacker (within half the width of the receiver's ECB) on a move that sends forward, the receiver will not be turned to face the attacker (and vice versa for moves that send backward)
- This should mitigate situations where a receiver was technically behind the attacker, but being turned around was visually strange or disadvantageous to the attacker
- For attacks that do not reverse hit, damage turnaround is no longer determined solely by the receiver's base position in relation to the attacker's
-
General
- Lowered filesize for several stages
-
Luigi's Mansion
- Reverted Battlefield and Omega forms to vanilla
-
Boxing Ring
- Reverted to vanilla
- Changed the menu text from "Other Modes (Switch)" to "Game Modes"
- Fixed an issue where the "R+A" button glyphs for Game Modes would not show up in the Rule Select menu
For modders
- Added
CatHdr::TreadJumpwhich is activated whenButtons::AppealAllorButtons::JumpMiniare triggered while airborne - Updated footstool lockout to use the vanilla
FIGHTER_INSTANCE_WORK_ID_INT_NO_TREAD_FRAMEinstead of a custom variable
Character changes use the following notation:
! (!) New Feature
! [R] Rework
+ [+] Buff
~ [/] Sidegrade
- [-] Nerf
~ [=] Equivalence
~ [$] Aesthetic
~ (*) Bugfix
# NoteBowser
- [-] Fastfall disabled until 8 frames after the hitboxes clearByleth
+ [+] Blade hitboxes moved inward on sword moves
# Gives the tip of the sword slightly more leniency on its inner range
+ [+] Damage between sourspot/sweetspot is now fully standardized across sword/lance moves
# In most cases this also coincides with higher overall damageHilt/Blade
- [-] Damage (hilt/blade): 9.0/10.5% -> 8.0/9.0%
+ [+] KBG (hilt): 70 -> 80+ [+] Damage (tip): 11.0% -> 12.0%+ [+] Damage (inner/outer): 8.5/9.5% -> 9.0/10.0%
~ [=] KBG: 79/69 -> 76/66+ [+] Damage (blade/tip): 10.0/13.0% -> 11.0/14.0%
~ [=] KBG: 95 -> 89+ [+] Inner two hitboxes combined
# Removes the slight fluctuation in hitbox coverage while the bow is spinning
~ [$] Adjusted vfxHilt
+ [+] Damage: 7.0% -> 9.0%
+ [+] Angle: 50 -> 54
Lance
+ [+] Angle: 50 -> 48
# Still sends higher than beta but also very slightly further, getting closer to the original idea of being better for chaining fairs but not as punishing towards killing with themEarly
+ [+] Damage (hilt): 10.0% -> 11.0%
Late
+ [+] Damage (hilt/lance): 6.0/9.0% -> 7.0/10.0%! (!) Release Window (uncharged): F23 -> F23-43
! [R] Turning around no longer delays the shot
~ [$] Adjusted vfx
# The release window is now visually matched to the gap between the windup gfx and the beginning of the charged variant's yellow ring
Cancel
~ [/] The cancel can now only be performed with Shield or Jump inputs
+ [+] Cancel Window: F10-20 -> F10-43
# Matches release window
+ [+] Grounded Cancel FAF: 10 -> 9Ground
~ [/] Matched properties to hilt on the first active frame
# On this frame the angle and knockback were already the same between the sourspot/sweetspot and the lance is inside Byleth's body
# This change just makes things more consistent as it is completely impractical to hit the sweetspot on this frame anyway
>>> Hilt
+ [+] Damage: 8.5% -> 9.0%
>>> Lance
+ [+] Damage: 11.0% -> 13.0%
~ [=] BKB: 100 -> 102
~ [=] KBG: 40 -> 32
Air
>>> Hilt
- [-] Damage: 9.5% -> 9.0%
>>> Lance
- [-] Damage: 15.0% -> 13.0%
~ [=] KBG: 59 -> 67
~ [/] Hitlag Multiplier: 1.1x -> 1.15xGround
~ [/] Matched properties to hilt on the first active frame
# See notes for the same change to the tap version
+ [+] Damage (hilt): 12.0% -> 13.0%
Air
+ [+] Damage (hilt): 9.5% -> 11.0%Throw Release
- [-] Damage: 6.5% -> 6.0%
+ [+] KBG: 65 -> 62
# Confirms on DI out for slightly longer, but also similarly nerfs kill power on DI in~ [$] Adjusted vfxCaptain Falcon
- [-] Earliest fastfall frame: F50 -> F57+ [+] Angle: 135 -> 132
~ [/] BKB: 60 -> 30
+ [+] FAF: 46 -> 43
# Slightly better as a DI mixup- [-] Throw Release: F14 -> F13
- [-] Angle: 85 -> 82
# Still does what it does, just a bit harder- [-] Throw Release: F21 -> F18
+ [+] Damage: 6.0% -> 7.0%
- [-] Angle: 68 -> 62
- [-] BKB: 65 -> 75
# Reworked to be more of a tech chase throwCloud
- [-] Earliest drift/fastfall frame: F25 -> F39
- [-] Landing Lag: 20F -> 22FCorrin
~ [$] Adjusted sword trail effectsHilt/Blade
- [-] Angle: 25 -> 45
~ [/] KBG: 65 -> 85
Tip
- [-] Angle: 35 -> 42
~ [/] KBG: 89 -> 99~ [$] Adjusted vfx
- [-] Angle (hilt/blade): 84 -> 74
- [-] FAF: 32 -> 33- [-] Moved sweetspot inward 1.0u
# Removes disjointed range past the end of the spear hand
~ [$] Adjusted vfx~ [$] Adjusted animation timing- [-] Leg hitbox extended outward 1.5u
# Decreases the inner range of the leg's sweetspotHilt/Blade
- [-] Damage: 8.0% -> 7.0%
! [R] BKB: 50 -> 20
! [R] KBG: 83 -> 125
# Knockback curve adjusted to put opponents in range of finishers at higher percent ranges than before
Tip
- [-] Damage: 11.0% -> 10.0%
! [R] Angle: 67 -> 47
! [R] BKB: 50 -> 30
! [R] KBG: 83 -> 75
# Retooled to encourage proper spacing of the inner hit to keep opponents in optimal combo range
# However, the tip will send offstage at high percents, which rewards proper DI mixups from Corrin! [R] Reshaped hitboxes; changed to interpolating spheres rather than a single capsule
# More closely matches wing positions
~ [$] Adjusted vfx
Early
- [-] KBG (uncharged): 96 -> 82
# No longer has as much power without sufficient charge
Late
~ [/] Angle: 361 -> 40
~ [/] KBG: 106 -> 90
# Less threatening offstage, but can lead to better landing conversionsHilt/Blade
! [R] Angle: 70 -> 58
! [R] BKB: 46 -> 34
! [R] KBG: 95 -> 78
- [-] FAF: 40 -> 42
- [-] Landing Lag: 12F -> 13F
# Reworked the inner hitboxes to send lower, enabling new routes at the cost of being a more precise and overall less effective juggling tool~ [$] Removed camera shake when landing
Launcher
~ [/] Can no longer reverse hit
! [R] Angle: 50 -> 71
! [R] BKB: 2 -> 22
! [R] KBG: 150 -> 122
# Leaned back into its previous pop-up properties but with less advantage and different potential conversions- [-] Earliest drift frame after release: F15 -> F27
~ (*) Can no longer fastfall before air drift is enabled
~ (*) Fixed an issue where knockback values were not scaling properly with charge
# This resulted in unintentionally high knockback at later levels of charge
Min Charge
+ [+] Angle: 50 -> 48
! [R] BKB: 50 -> 35
+ [+] Shield Damage: +3.0% -> +10.0%
Max Charge
+ [+] Angle: 50 -> 48
! [R] BKB: 50 -> 105
! [R] KBG: 100 -> 50
+ [+] Shield Damage: +3.0% -> +10.0%
# Rewards thoughtful use as a high-damage finisher, but harder to take stocks without committing to higher levels of charge+ [+] Angleability: 15º -> 18º
- [-] Earliest drift/fastfall frame: F35 -> F44
- [-] KBG (launcher): 176 -> 156
- [-] Landing Lag: 30F -> 32F
# Lowered strength significantly, but still remains a useful kill option when high upDaisy
Late
! [R] Angle: 361 -> 55
! [R] BKB: 35 -> 30
! [R] KBG: 130 -> 118+ [+] Removed sourspot
+ [+] Hitboxes moved outwardEarly
+ [+] Removed sourspot~ [/] BKB (hand/flower): 24/50 -> 50/24- [-] Damage (multihits): 4.0% -> 3.0%
# Total: 18.0% -> 15.0%~ (*) Adjusted hit sfx~ [$] Slightly enlarged the frying pan model (hitbox unchanged)Ground
+ [+] Startup: F21 -> F18
+ [+] Shield Damage: +6.0% -> +16.0%
# Total: 23.0% -> 33.0%
+ [+] FAF: 61 -> 58
Air
+ [+] Walljump cancel window: F20-44 -> F18-47
# Now aligns with when the crystal gauntlet disappears rather than when the hitbox clears
+ [+] Startup: F20 -> F18
+ [+] FAF: 60 -> 58- [-] Earliest drift/fastfall frame: F36 -> F46
Early
+ [+] Damage: 14.5% -> 15.0%
+ [+] Angle: 75 -> 80
Late
+ [+] KBG: 77 -> 87Dark Pit
+ [+] Earliest ledge grab frame: F12 -> F6
- [-] Drift/fastfall disabled for the first 15 frames of the post-travel "flip"Dark Samus
~ [$] Now has a unique animation~ (*) Adjusted cancel logic+ [+] Landing Lag: 26F -> 22FDr. Mario
- [-] Ledgegrab height: 21.0u -> 18.0u~ [/] Can no longer reverse hit- [-] Earliest drift/fastfall frame: F23 -> F30Ganondorf
~ (*) Fixed an issue where landing during the rising portion would not result in proper landing behavior
- [-] Earliest fastfall frame: F45 -> F54Hero
+ [+] KBG (blade): 89 -> 96Frizz
! [R] Can no longer be dash canceled
! [R] MP Cost: 7 (+10) -> 12
+ [+] Shield Damage: -4.0% -> +0.0%
! [R] FAF (release): 38 -> 33
# Earliest possible FAF: 45 (no cancel) -> 40
Frizzle
+ [+] Shield Damage: -4.0% -> +0.0%
Kafrizz
~ [/] Hitlag Multiplier (launcher): 3.0x -> 2.0xIke
~ [$] Adjusted effect trails~ [$] Adjusted effect trailsIncineroar
- [-] Drift/fastfall disabled for the first 11 frames of the post ascent "flip" animationInkling
- [-] Drift/fastfall disabled for the first 10 frames of the post ascent ending animation (before freefall)Joker
- [-] Drift/fastfall disabled for the first 10 frames of the post ascent ending animation (before freefall)King Dedede
- [-] Can no longer drift/fastfall during the brief flip animation when canceling the ascentLittle Mac
Ground
- [-] KBG: 104 -> 93
# Kills about 10.0% later at max power, ~13.0% later below that
Air
+ [+] Angle: 75 -> 80
~ [=] KBG: 124 -> 118
+ [+] Shield Damage (low/mid/max power): +5.0% -> +10.0/20.0/30.0%
# Total: +20.0/27.5/30.0% -> +25.0/42.5/55.0%- [-] Earliest drift/fastfall frame: F32 -> F41
- [-] Landing Lag: 30F -> 32F+ [+] Increased the slow duration and adjusted animation timing to allow more time to change dash direction
+ [+] Increased air forward dash distance
+ [+] Meter gain (success): 10.0% -> 15.0%Lucario
! (!) Uses the aura damage multiplier again
~ [$] Restored aura vfx to the sweetspot
# Reverted the change to Up Air from the previous patch
# Up Air was the only killing attack Lucario had which did not have any aura effectsLucas
- [-] Drift/fastfall disabled for the first 10 frames of the post-travel ending animation (before freefall)Lucina
~ (*) Fixed vfx issue- [-] Earliest drift/fastfall frame: F20 -> F34
~ [$] Adjusted effect trailLuigi
- [-] Earliest drift/fastfall frame (post-ascent "flip"): F8 -> F18Mario
- [-] Ledgegrab height: 21.0u -> 18.0u- [-] Earliest drift/fastfall frame: F23 -> F30Marth
- [-] Earliest drift/fastfall frame: F20 -> F34
~ [$] Adjusted effect trailMega Man
~ [$] Adjusted vfx
Early
- [-] Moved hitbox to arm to decrease backwards disjoint
- [-] Hitbox no longer interpolates into the late hit
# Can still hit behind, but with a worse disjoint. It's now impossible to get the spike hit behind him
- [-] Hitbox Duration: F13-14 -> F14
- [-] Damage: 14.0% -> 10.0%
~ [=] BKB: 55 -> 54
~ [=] KBG: 70 -> 94
+ [+] Shield Damage: +6.0% -> +14.0%
- [-] Shieldstun Multiplier: 1.5x -> 1.0x
- [-] Hitbox Size: 5.0u -> 4.0u
Late
+ [+] Shield Damage: +6.0% -> +36.0%
- [-] Shieldstun Multiplier: 2.2x -> 1.0x
# Instead of being safe on shield using shieldstun multipliers, fills a similar role to Ryu's H.FTilt! (!) Physics rewritten
! (!) Now uses Mega Man's standard gravity, rather than falling via hard-coded animation
! (!) Can now fastfall and drift on F27+
# Behaves similarly to Chrom's & Lucario's Up Smash physics, which are the new standard for ground-to-air normals
Early
+ [+] Hitbox Duration: F8 -> F6
- [-] Shield Damage: +15.0% -> +10.0%
Mid
~ [=] Hitbox Duration: F9-10 -> F7-8
+ [+] KBG: 54 -> 73
- [-] Shield Damage: +12.0% -> +10.0%
Late
- [-] Hitbox Duration: F11-20 -> F9-16
+ [+] BKB: 70 -> 80
+ [+] KBG: 80 -> 90Scoop
- [-] Damage: 2.0% -> 1.5%
Multihits
- [-] Damage: 1.5% -> 1.0%
# Loses 2.5% over 5 total hits
Launcher
+ [+] Damage: 6.0% -> 9.0%
~ [=] BKB: 34 -> 40
~ [=] KBG: 188 -> 137
# Same knockback, but damage is moved to the finisher instead of being spread over the multihits
+ [+] FAF: 69 -> 62~ [/] The projectile spawns 4.5u higher
# Should prevent the projectile from traveling through the floor
! (!) When Hard Knuckle hits a surface, there is now a ground-only hitbox that pops opponents upwards
~ Damage: 4.0%
~ Angle: 75
~ BKB: 50
~ KBG: 50
~ Hitlag Multiplier: 0.7x~ [/] Travel Speed: 1.4 -> 1.77
+ [+] Shield Damage: -1.0% -> +0.0%
Late
- [-] No longer causes flinch
# Reverted the buffs from the previous patch, but kept the nerf to land cancel lag- [-] Can no longer be charged on the respawn platform
- [-] Max charge length: 160F -> 180F
- [-] Startup: F12 -> F15
Uncharged
+ [+] Size Multiplier: 1.1x -> 1.6x
! [R] Angle: 70 -> 361
# Reverted this change from the previous patch
Charged
- [-] Size Multiplier: 2.82x -> 2.4x
# No longer hits opponents on ledge- [-] Angle: 80 -> 77
- [-] FAF: 30 -> 35
# Still a great throw, but makes conversions into Charge Shot a bit worseMeta Knight
~ [$] Adjusted and added new sword trails- [-] Earliest drift/fastfall frame: F33 -> F43Mii Brawler
- [-] Earliest drift/fastfall frame: F30 -> F40- [-] Earliest drift/fastfall frame: F23 -> F37Mr. Game and Watch
Ground
>>> Trampoline
~ [/] Can now reverse hit
- [-] Angle: 85 -> 75
~ [/] BKB: 123 -> 100
# Reduces combo potential when used as an oos option
Air
~ [/] The trampoline hitbox can now reverse hitPit
+ [+] Earliest ledge grab frame: F12 -> F6
- [-] Drift/fastfall disabled for the first 17 frames of the post-travel "flip"Pokemon Trainer
~ [$] Added effects to better indicate when swapping Pokemon is reenabled- [-] Earliest drift/fastfall frame: F45 -> F49~ [$] Adjusted hit sfx
+ [+] Angle (whip/tip): 50 -> 60/65
+ [+] KBG (tip): 68 -> 85
+ [+] Hitbox Size (outermost sourspot): 3.5u -> 2.8u
# Increases the inner range of the sweetspot- [-] Earliest drift/fastfall frame: F47 -> F57Rosalina and Luma
- [-] Drift/fastfall disabled for the first 16 frames of the post-travel ending animation (before freefall)
- [-] Landing Lag: 30F -> 32FRoy
+ [+] Angleability: 20º -> 30º
- [-] Earliest drift/fastfall frame: F32 -> F42Sonic
~ [$] Given a new idle animation! (!) Animation adjusted to be closer to Brawl's forward tilt
! [R] Changed to a single hit
~ Damage (leg/foot): 9.0/11.0%
~ Angle: 361
~ BKB: 10
~ KBG: 90- [-] Hitbox Size (body/leg): 5.0/6.0u -> 4.0/5.0u~ [/] Made hitbox position static instead of being attached to Sonic's center
# Should make reverse hits more predictable and consistent~ [$] Adjusted hit sfx~ [/] Hitbox Duration (early): F12-15 -> F11-13- [-] Now disables use of side/down special on whiff
# This also applies to Blast Attack
- [-] Can no longer launch Homing Attack early; the only way to interrupt the startup is by transitioning to Blast Attack
+ [+] Homing Attack launch frame: F80 -> F30
+ [+] Air drift increased when hitting an opponent
# Easier to drift forward, less drift backward
+ [+] Travel Speed: 3.0 -> 5.0
~ [/] Travel Angle: 335 -> 330- [-] FAF (whiff): 20 -> 25~ (*) Can no longer grab ledge during startup
~ [$] Improved visual transition into freefall
- [-] KBG: 30 -> 40+ [+] Charge hitbox startup: F18 -> F9- [-] Angle: 140 -> 120
- [-] BKB: 70 -> 75Sora
~ (*) Fixed an issue where the Combo Plus target combo was not using updated sword trails- [-] Earliest drift/fastfall frame: F48 -> F62
- [-] Landing Lag: 21F -> 28FTerry
- [-] Drift/fastfall disabled for the first 10 frames of the post-ascent animation (before freefall)Toon Link
Multihits
- [-] BKB: 35 -> 30
- [-] KBG: 100 -> 40+ [+] Adjusted aerial linking consistency
- [-] Earliest fastfall frame: F49 -> F59Wario
- [-] Earliest drift/fastfall frame: F38 -> F47~ (*) Removed leftover debug that inflicted self-damage on use