Changelog 03

Pocket Bravery

Inspired by classic fighting games from the 90's such as Street Fighter, Fatal Fury and The King of Fighters, 'Pocket Bravery' channels the 'Neo Geo Pocket' aesthetic for a modern fighting game with a retro twist!

We made another improvements in the Pocket Bravery Beta, check it out! - Rewrite of the state machine in the game code: |_Prevent the character from disappearing during the game. |_Prevents softlock in unexpected situations in the match. - Restructuring of block alert: |_Character can defend special or super special attacks that were previously indefensible. |_Allows to raise defending in the first frame. |_Prevents from grabbing the opponent while still standing up, or after defending an attack; - Fixed sparks: |_Now some attacks with sparks no longer crash the game (softlock). |_Fixed sparks that were indefensible. - New command list, dividing attacks by tabs and adding more information; - Improvements in charge inputs (especially for keyboard players); - Improved pause order detection system for the first and second player; - Changing the way characters position works; - Fixed bug returning to character selection screen in rematch screen; - Reworked the way the character reacts when receiving a critical counter; - Fixed super cancellation bug that didn't generate the correct cost for the execution; - Added sound for pause cursor and training menu; - Added sound for Hadassah critical counter and super special; - Added sound for the announcer in "Final Round"; - Fixed the problem that the music in the main menu stopped playing sometimes; - Added more options for opponent status in training mode - Fixed crash problems with the hit box during training; - Fixed detection and functioning problem with guard break; - Change in defense values ​​(before it was breaking too fast); - Increased tolerance for quick recovery (in fall); - Increased priority for elemental and super special attacks (avoiding being interrupted so easily); - Fixed black screen issue during K.O. after defending an FA and defeating the opponent who executed it; - Fixed bug that prevented the fighter from using the FA in the second round if he had already used it in the first; - Timed refinement of the land or pre-jump animation frames; - Removed the possibility of Re-stand (putting the character upright during the fall); - Improvements in the Breaker system, adding execution exceptions, for better balance in the match; - Bodybox and solid box review of the characters; - Fixed issues with the option to reset position in training; - Minor text corrections in some options; - Hadassa Changelog: |_Increase the reach area of her command grab. |_Fastest startup in crouched hard punch. |_Removed the possibility of clinching if the opponent defends the stomp. |_Increase in blockstun time during the super special "Double Twimyo dwi chagi". - Nuno Changelog: |_Increase the recovery time of his fireball (preventing it from spreading so quickly). |_Improved target combo timing (it's easier to fit); |_The third kick of his target combo is no longer an overhead; |_Slight damage decrease in the "Let's swing" super special. - Sebastian Changelog: |_Elemental "one, two" loses armor priority, but earns ground bounce on the second hit, becoming an extender for combos. |_Slight reduction in the recovery time of the "teleport" elemental allowing new combo possibilities in the corner. |_Increase the blockstun time during the super special "Highlander uppercut". |_Improved target combo timing. - Ndidi Changelog: |_Added overhead state for his standing strong punch. |_Fastest sweep startup. |_Fixed the invincible "fall" issue where the opponent took damage even while blocking. |_Added invincibility frames for his FA. That's it for now. Thank you so much for your feedback! #BeBrave