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