Slap City 0.9.1

Slap City

Slap City is a Seriously Fun platform fighter with a perfect mix of characters from the Ludosity universe. Play Locally or Online. Slap it hard in Ranked or fast and loose in Slap Ball game mode. We are the original inventors of Clutch Technology.

28 January 2019 General -This version will erase previous controller settings, in order for the new controller config data to work -Upgraded controls config: now supports profile loading, saving and deleting, can unbind all buttons, can set deadzones, fullpress and tilt ratio for both sticks, can disable specific controller axes, can set secondary stick to do regular attacks instead of strongs on the ground, can set grab button to press attack/strong/special/defend/clutch in the air, can enable upwards attacks from jump startup with tap jump off, all in a unified interface with folders. -Keyboard controls get two extra settings: setting up to be jump, and binding buttons to up -Airdodge now activates both when going from zero defend to analog defend, and from analog defend to fullpress defend -Can set airdodge input thresholds to "Zero to Analog", or "Zero to Analog to Full" -Fixed issue where clanks did not have hitlag -Removed tumble techs. What a weird mechanic that was. See ya. -Increased everyone's spotdodge endlag by 3 frames. This and the following two changes were due to people feeling that these defensive options were too powerful. -Increased everyone's dodgeroll endlag by 5 frames -Added 3 frames of vulnerability to start of airdodges -Ledge attacks now have 15 frames of intangibility (Fishbunjin has 20) -Changed everyone's ledgeattack shieldstun to exactly 4 frames -Added some juice to dodges to signify when intangibility frames start -Powershields now have a window of 4 frames instead of 7 -Made CPUs be a little more creative in their move choices -Fixed issue where airdodging out of jump startup would not land immediately on some surfaces due to floating point imprecision (was most noticeable on Meadowvalley and Public Transit) Stages -Raised respawnpoint on Meadowvalley -Lowered blastzone ceiling by 1.15 on Meadowvalley -Lowered blastzone ceiling by 2.75 on Space Planet Earth -Raised blastzone ceiling by 4 on Sector 5: Tower Ittle Dew -Now has hurtboxes on her upper arms and legs -Changed grab total length from 20 to 30 frames -Changed Ftilt shieldstun from 1.0 to 0.8 -Changed Utilt shieldstun from 1.0 to 0.4 Masked Ruby -Changed grab total length from 25 to 30 frames Jenny Fox -Now has hurtboxes on her upper arms and legs -Changed grab total length from 25 to 30 frames -Dspecial no longer has superarmor -Dspecial no longer has an interacting hitbox -Changed Dspecial total length from 50 to 40 frames Ultra Fishbunjin 3000 -Changed grab total length from 35 to 32 frames -Nspecial now has superarmor on frame 1-3 if Fishbunjin performs it from a standing or walking state, but not from any other state (such as jump startup, jump or tumble) Princess Remedy -Now has hurtboxes on her upper arms (she already has hurtboxes on her upper legs) -Changed grab total length from 22 to 30 frames -Uair once again sends opponents upwards on the first attacking frame and downwards on the remaining frames Goddess of Explosions -Changed grab total length from 22 to 30 frames -Fixed turnaround animation Asha -Added Ansaksie skin -Changed grab total length from 25 to 30 frames -Changed Fstrong total length from 30 to 37 frames -Changed Nair landing lag from 6 to 10 on first kick and from 8 to 12 on second kick -Changed Fair shieldstun from 15 to 5 frames -Fair's body hitboxes now have priority over the dagger hitboxes and send opponents forward -Changed Bair knockback angle from 155 to 145 -Changed Bair base knockback gain from 2.0 to 1.85 -Changed Uair hitstun on upwards angles from 0.9 to 0.8 -Changed Uair landing lag after the hitbox comes out from 8 to 10 -Changed Finisher damage from 18 to 15 -Halved teleport charge gain while in hitstun ============ Explanations ============ Jenny Fox: Down special no longer has superarmor, but now has less endlag and no longer clanks with other moves. Ultra Fishbunjin 3000: Neutral special now has superarmor on frame 1-3 if Fishbunjin performs it from a standing or walking state, but not from any other state (such as jump startup, jump or tumble). This is so it's not as safe to mash Neutral special to get out of combos. Unlike most characters who now have a longer grab animation in this patch, Fishbunjin has a slightly faster one. Princess Remedy: Up air once again sends opponents upwards on the first attacking frame and downwards on the remaining frames, because people felt that the clutch Up air was too good. Asha: By request, Asha's moves have been nerfed in various ways. The teleport charge amount he gains while in hitstun has also been halved.