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 1.1.1 is live! This update includes:
General
+Fixed a bug where spectating an online match could softlock the game for one of the players
+Fixed the options menu not saving your options correctly
+Added more sounds when selecting things in the options menu
+Being shieldpushed off a ledge during Grab now puts you into Tumble, just like for most attacks and other states
+Fixed some missing victory quotes between specific characters
+Switch version: After fighting in a regular VS match, going into the replay menu, and then going back to the VS character select screen, the characters' names are no longer blank until you change character or outfit
+Blockstop now has the same duration as Hitstop even at knockback values over 300, while Parry is exactly the same as before
+Level 0 CPU players in Traning mode will no longer attempt to escape grabs, so you can try out the Goddess Buster with only one controller
+Fixed the low texture resolution of the online spectator emote background circle thingy
+Inputting the library/music unlock cheat now also unlocks the Story mode music, normally unlocked by completing every character's Story
+Removed the lobby music toggle button with the non-functioning mouse cursor from the Ranked search menu on Switch
+Added background music to the Ranked "Jums & Bemp Show" minigame
Stages
=D.C.M.F.P.R. Facility: Increased base knockback of the lasers from 50 to 200
Ittle Dew
-Neutral special's regular fireball can now be parry shielded
=Very slightly improved the animation of Forward throw, Back throw, and Up throw
Jenny Fox
-Forward throw now checks if the grabbed opponent has 300+ damage, in which case hitstop is changed from 1.0 to 0.4, so it cannot combo back into Grab infinitely
=Added two more colors to the Gardening outfit
Ultra Fishbunjin 3000
=Added two more colors to the Mechabun outfit
Business Casual Man
+It is now easier to input Clutch Forward Air and still fastfall the move afterwards
+Canceling Down special and Up special into Fire Sale can now also be done with the Attack button, rather than just the Special button
Goddess of Explosions
-Changed Forward throw initial release knockback angle from 20 to 10, so it no longer causes Tetron to land on platforms above Goddess before the primary hitbox comes out
-Up throw now checks if the grabbed opponent has 500+ damage, in which case hitstop is changed from 0.5 to 0.3, so it cannot combo back into Grab infinitely
Asha
=Fixed Asha's center of rotation being slightly off during Tumble
Cruiser Tetron
-Tetron is now less curled up during Flop and Tumble, enlargening his hurtbox during those states
-Increased Jab startup by 3 frames
-Increased Jab endlag by 4 frames
-Changed Jab hitstun from 1.0 to 0.6
-The window for canceling Jab into Jab2 is now 3 frames shorter at the end
-Increased Up tilt startup by 3 frames
-Changed Forward tilt knockback angle from 40 to 45
-Changed Up tilt followup base knockback from 160 to 120
+Changed Up tilt followup knockback gain from 0.8 to 1.0
-Changed Up tilt followup hitstun from 1.0 to 0.8
-Increased Forward strong startup by 6 frames, not counting the initial backwards hit
-Changed knockback gain on the Forward strong hitbox inside Tetron's body from 1.7 to 1.3, and made it the first priority among those hitboxes
-Changed Forward strong's initial backwards hit damage from 10 to 8
-Changed Forward strong's initial backwards hit base knockback from 180 to 160
-Changed Forward strong's initial backwards hit knockback gain from 2.2 to 1.7
-Changed Forward strong's initial backwards hit hitstun from 1.0 to 0.8
-Changed Up strong knockback angle from 75 to 90
-Changed Up strong DI from 0.6 to 1.3
-Changed Up strong knockback gain from 2.0 to 1.8
-Changed knockback gain on the Up strong hitbox inside Tetron's body from 2.0 to 1.6
-Increased Up strong endlag by 5 frames
-Down strong's shockwave that only hits grounded opponents no longer hits behind, above, and under Tetron, but it may still hit another Tetron on a platform below him due to Tetron's tallness
-Down strong's shockwave hitting an opponent's shield now causes Tetron to suffer 12 frames of selfstop instead of 0, and removes the shockwave hitbox during that selfstop
-Changed Down strong base knockback from 150 to 110
-Changed Down strong knockback gain from 1.2 to 1.0
-Changed Down strong shieldstun from 0.3 to 0.0 (3 frames less)
-Increased Neutral air startup by 3 frames
-Changed Neutral air interaction priority bonus from 5 to 0
+Neutral air's head hitbox now reaches very slightly farther back behind Tetron's centerpoint
-Changed Up air knockback angle from 70 to 90
-Changed Up air DI from 1.0 to 1.2
-Changed Down air first hit base knockback from 120 to 70
-Changed Down air second hit hitstun from 1.0 to 0.8
-Increased Forward special startup by 6 frames
-Changed Forward special's armor activation frame from 3 to 7
-Changed Forward special second hit (downwards spike) knockback gain from 1.6 to 1.4
-Changed Forward special alternate third hit (high kick) knockback gain from 2.6 to 2.45
-Changed Up special maximum horizontal speed from 20 to 18
=Added a visual shockwave effect when Down special grab hits the ground
+Supergrab is now intangible for one frame when the hitbox comes out, fixing the bug where characters can get stuck to Tetron in neutral state if they hit him on the same frame he Supergrabs them
-You can no longer input a reversed Supergrab from Shield state
-Increased Supergrab endlag by 7 frames
-Moved the back part of Supergrab's hitboxes forward a bit, making it harder for Tetron to grab people behind him
-Changed Forward throw knockback gain from 2.5 to 2.3
-Changed Forward throw hitstun from 1.0 to 0.8
-Changed Up throw damage from 20 to 12
+Changed Up throw knockback gain from 1.2 to 1.7
-Changed Up throw hitstun from 1.0 to 0.985
+Changed Down throw knockback angle from 65 to 70
-Changed Ledge attack knockback angle from 20 to 30
+The first Taunt performed on each of Tetron's lives is now explosive
=Fixed the position of the star particles when Tetron is charging a Strong attack
=Tweaked the lingering smoke effect from Clutch Forward throw
Orka
-Changed running speed from 18 to 16
-Changed Jab shieldstun from 1.7 to 0.6 (9 frames less) (was a mistake)
-Increased Forward tilt endlag by 4 frames
-Changed Forward tilt knockback gain from 2.5 to 2.0
-Changed Forward strong shieldstun from 0.7 to 0.2 (6 frames less)
-Neutral air no longer has interactible hitboxes, so it no longer clanks with other attacks
-Increased Forward air endlag by 4 frames
-Increased Up air startup by 2 frames
-Increased Up air endlag by 2 frames
+Changed Up air base knockback from 100 to 120
-Changed Up air hitstun from 0.7 to 0.6
-Changed Up air shieldstun from 1.0 to -0.2 (5 frames less)
-Changed Up air landing lag from 8 to 10 frames
-Increased Down air startup by 2 frames
-Increased Down air endlag by 4 frames
-Increased Down air selfstop from 0.8 to 1.0
-Increased Down air hitstop from 0.8 to 1.0
-Changed Down air base knockback from 110 to 60
+Changed Down air knockback gain from 1.8 to 2.4
-Air strong now always sends people towards Orka regardless of her facing
-Changed Air strong base knockback from 150 to 130
-Changed Air strong knockback gain from 2.0 to 1.8
-Changed Air strong knockback angle from 135 to 140
-Forward special now stops when hitting an opponent whether they were blocking/invincible or not
-Changed Forward special air control from 0.25 to 0.1
-Changed Forward special sourspot damage from 20 to 15
-Canceling Up special into an aerial now requires and expends a double jump
-Reduced Up special vertical travel distance by 20%
-Changed Up special base knockback from 250 to 220
-Changed Up special hitstun from 1.0 to 0.7
-Changed Up special first hit DI from 0.0 to 0.4
-Down special must now hit an opponent before it can be jump canceled, unless the opponent is blocking or invincible
-Grounded Down special now sets floorbrake (ground friction) to 140 if it hits a blocking or invincible opponent, ensuring it won't cross up shields unless performed extremely close to the opponent
-Aerial Down special now uses the same attack properties as the grounded version
+You can now cancel grounded Down special into Up tilt, Up strong and Up special without having Tap Jump turned on
+You can now more easily buffer a jump out of both grounded and aerial Down special by pressing Jump at any time during the move, including during hitstop
-Fixed a mistake that left Back throw's hitbox active throughout the entire move
-Changed Back throw knockback angle from 110 to 115
-Changed Up throw base knockback from 190 to 120
+Changed Up throw knockback gain from 2.0 to 2.5
-Changed ledge attack base knockback from 190 to 150
="Weakened" Strong attacks are now performed by holding Clutch as the hitbox comes out, rather than pressing Shield, and produce a different sound and effect on hit
=Added a special effect to Down strong as Orka dashes forward
=Fixed Orka's eyes disappearing on the first frame of Jab2