Slap City 0.9.3

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.

Slap City 0.9.3 is live! General -Parrying is now done by dropping shield, or by pressing shield and strong at the same time. Parry window only activates if these inputs are made when NOT in shieldstun. -The first four frames of shield still regain shield health if hit, indicated by some silver sparks -Added "Shield+Strong" button binding -Global shieldstun lowered to 85% -When in shieldstun, characters now flash red -Shieldbreak invulnerability window changed from 7->40 frames -Made it so you can do things that buffer out of shield immediately from shield -Airdodge no longer deletes edge intangibility credit, but if character grabs edge directly out of airdodge, no intangibility is given -Edgeclimb attack now only gives intangibility if edge was grabbed with intangibility credit -Fastfall is now done by tapping stick down, sets fallspeed to 25 -Fixed issue where characters could act out of shield on the same frame their shield got hit -Fixed issue where characters could not fall through platforms by holding down during jump states Stages -D.C.M.F.P.R. Facility now has a new version of the song remixed by HyperDuck! The old version can be found in the manual music select (needs to be turned on in the Options menu). Ittle Dew -Jab combo hits 1 and 2 shieldstun increased from 10 to 14 frames -Bomb is now the only party affected by a hit while flying, bomb now slows down x speed and bounces up instead of hurting the other party -Changed spotdodge length 25->24 frames, intangibility 15->14 frames -Changed edgeclimb length 28->24 frames, intangibility 20->16 frames -Changed standup length 32->24 frames, intangibility 20->14 frames -Changed techland length 22->24 frames, intangibility 15->14 frames -Changed rollback length 41->34 frames -Changed rollfwd length 41->34 frames -Changed edgeroll length 38->34 frames, intangibility 24->20 frames -Changed getupfwd length 30->34 frames, intangibility 20->18 frames -Changed getupback length 30->34 frames, intangibility 20->18 frames -Changed techrollfwd length 30->34 frames, intangibility 20->18 frames -Changed techrollback length 30->34 frames, intangibility 20->18 frames Masked Ruby -Edgeclimb attack hitbox start delayed by two frames (13->15) -Changed rollback length 39->34 frames, intangibility 16->18 frames -Changed rollfwd length 39->34 frames, intangibility 16->18 frames -Changed spotdodge length 23->24 frames, intangibility 13->14 frames -Changed standup length 30->24 frames, intangibility 18->14 frames -Changed getupfwd length 28->34 frames -Changed getupback length 28->34 frames -Changed techland 22->24 frames, intangibility 15->14 frames -Changed techrollfwd 28->34 frames -Changed techrollback 28->34 frames -Changed edgeclimb 25->24 frames, intangibility 17->16 frames -Changed edgeroll 35->34 frames, intangibility 21->20 frames Jenny Fox -Changed rollback 41->34 frames -Changed rollback 41->34 frames -Changed spotdodge 25->24 frames, intangibility 15->14 frames -Changed standup 32->24 frames, intangibility 20->14 frames -Changed getupfwd 30->34 frames, intangibility 20->18 frames -Changed getupback 30->34 frames, intangibility 20->18 frames -Changed techland 22->24 frames, intangibility 15->14 frames -Changed techrollfwd 30->34 frames, intangibility 20->18 frames -Changed techrollback 30->34 frames, intangibility 20->18 frames -Changed edgeclimb 30->24 frames, intangibility 22->16 frames -Changed edgeroll 40->34 frames, intangibility 26->20 frames Ultra Fishbunjin 3000 -Edgeclimb attack hitbox first 4 frames only on head, also last 5 frames -Changed rollback 43->34 frames, intangibility 20->18 frames -Changed rollfwd 43->34 frames, intangibility 20->18 frames -Changed spotdodge 25->24 frames, intangibility 15->14 frames -Changed standup 32->24 frames, intangibility 20->14 frames -Changed getupfwd 32->34 frames, intangibility 22->18 frames -Changed getupback 32->34 frames, intangibility 22->18 frames -Changed techland 22->24 frames, intangibility 15->14 frames -Changed techrollfwd 32->34 frames, intangibility 22->18 frames -Changed techrollback 32->34 frames, intangibility 22->18 frames -Changed edgeclimb 30->24 frames, intangibility 22->16 frames -Changed edgeroll 40->34 frames, intangibility 26->20 frames Princess Remedy -Up strong first hit shieldstun increased from 3 to 5 frames -Edgeclimb attack hitbox first 7 frames only on head -Changed rollback 41->34 frames -Changed rollfwd 41->34 frames -Changed spotdodge 23->24 frames, intangibility 13->14 frames -Changed edgeclimb 28->24 frames, intangibility 20->16 frames -Changed edgeroll 38->34 frames, intangibility 24->20 frames -Changed standup 32->24 frames, intangibility 20->14 frames -Changed getupfwd 30->34 frames, intangibility 20->18 frames -Changed getupfwd 30->34 frames, intangibility 20->18 frames -Changed techland 22->24 frames, intangibility 15->14 frames -Changed techrollfwd 30->34 frames, intangibility 20->18 frames -Changed techrollback 30->34 frames, intangibility 20->18 frames Business Casual Man -Shortened last hit of downwards aerial from 11 frames to 1 frame (fixing a typing error) -Edgeclimb attack hitbox start delayed by two frames (5->7), head hitbox added -Changed rollback 41->34 frames -Changed rollfwd 41->34 frames -Changed spotdodge 25->24 frames, intangibility 15->14 frames -Changed standup 30->24 frames, intangibility 18->14 frames -Changed getupfwd 30->34 frames, intangibility 20->18 frames -Changed getupback 30->34 frames, intangibility 20->18 frames -Changed techland intangibility 17->14 frames -Changed techrollfwd 30->34 frames, intangibility 20->18 frames -Changed techrollback 30->34 frames, intangibility 20->18 frames -Changed edgeclimb 28->24 frames, intangibility 20->16 frames -Changed edgeroll 38->34 frames, intangibility 24->20 frames Goddess of Explosions -Jab explosions shieldstun increased from 12 to 14 frames -Edgeclimb attack hitbox start delayed by one frame (13->14), hitbox only on hand first 2 frames -Changed rollback 41->34 frames -Changed rollfwd 41->34 frames -Changed spotdodge 25->24 frames, intangibility 15->14 frames -Changed standup 32->24 frames, intangibility 20->14 frames -Changed getupfwd 32->34 frames, intangibility 22->18 frames -Changed getupback 32->34 frames, intangibility 22->18 frames -Changed techland 22->24 frames, intangibility 15->14 frames -Changed techrollfwd 30->34 frames, intangibility 22->18 frames -Changed techrollback 30->34 frames, intangibility 22->18 frames -Changed edgeclimb 28->24 frames, intangibility 20->16 frames -Changed edgeroll 38->34 frames, intangibility 24->20 frames Asha -Neutral aerial first hit shieldstun increased from 9 to 13 frames -Changed rollback 39->34 frames, intangibility 16->18 frames -Changed rollfwd 39->34 frames, intangibility 16->18 frames -Changed spotdodge 23->24 frames, intangibility 13->14 frames -Changed standup 30->24 frames, intangibility 18->14 frames -Changed getupfwd 28->34 frames -Changed getupback 28->34 frames -Changed techland 22->24 frames, intangibility 15->14 frames -Changed techrollfwd 28->34 frames -Changed techrollback 28->34 frames -Changed edgeclimb 25->24 frames, intangibility 17->16 frames -Changed edgeroll 35->34 frames, intangibility 21->20 frames Elias explains Parry feels more deliberate and cool compared to powershield. Edgeclimb changes were made to eliminate some "hitboxes reaching below edge" related jank. Fastfall is now tap only, because I figured that just giving it a reasonable (14 frames) buffer on first opportunity is more consistent than accidentally fastfalling because you were holding down. Got some feedback from the Discord gang and implemented it to see what would happen.