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.
Adventure awaits! We are excited to announce that you can play Ittle Dew's campaign in Slap City's story mode right now!
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We have also changed, fixed and re-broken a whole slew of things, full change list below:
General
-Story mode is now available on the single player menu
-Ittle Dew's timeline is now available in story mode
-Added save icon when saving
-Added page with various links to social media
-Player and CPU buttons on the character select screen now toggle each other
-Added music selection style toggler button on stage select screen
-You can now toggle which music tracks get selected from for random music on the music select when selecting stage
-Fixed issue where player slot set to OFF could still block character color selection
-Fixed issue where collision checks going exactly parallel from within a collision line to outside of it, would hit the end of the collision line instead of ignoring it
Online
-Updated Steamworks to version 1.46 (from version 1.42)
-Fixed issue where match data download was not properly null-checked on parse
-Fixed online "fighting" glitch
Characters
-Hurtboxes set to zero on Z-axis
-Shoulder hitboxes removed
-If current speed is below half of dashspeed, dash startup now consistently sets speed to half of dashspeed for all characters
-Upwards attacks out of jump with tap jump on now trigger consistently across all characters
-Fixed issue where not all shield hurtboxes were assigned shield pushback
-Shield positions tweaked to more evenly cover characters
-Strong attacks that had priority 5, has had that increased to 10
-Tapping up on ledge with tapjump set to “off” now results in a standard getup
-Falling backwards off a ledge while in shield no longer grants ledge intangibility
-If ledge intangibility runs out, getup attack will no longer have intangible properties
-Ledge intangibility effects now start a frame after ledge is grabbed for visual clarity
-Ledge intangibility duration decreased (75 -> 60)
-Ledge options once again bufferable
-Pressing down or jump while in a downed state will now result in a normal getup
-All getup options are now bufferable
-Grabs now affect characters from anywhere, not just in front of the grabber
-Grab escape X-Velocity increased (10 -> 12)
-Grab escape now has movement locked for 20 frames
-Can now use up tilt, up strong & up special out of shield
-Silver shield removed, in its place parry now has shield regen properties
-Shield health set to 5 after a shield break instead of 25, and regenerates normally during stun period
-Successfully parrying now sets remaining parry frames to 7, instead of adding 4, preventing large buildups of parry
-Time to exit parry once parry window ends adjusted (11->9 frames, unchanged in practice due to above change)
-Can no longer turn around and grab out of shield state
-A grab input no longer buffers an attack on shield
-Fixed typo in rolls that caused them to end a frame early
-Airdodging no longer gives ledge intangibility under any circumstance
-Airdodging can now grab ledge on frame 3 instead of frame 0
-Fixed issue where airdodges out of a jump out of shield would trigger too easily
-Finishers no longer regain stall upon grabbing ledge
-Walljump now maneuverable earlier (40 > 20)
-Walljump now preserves most stored horizontal momentum
-Walljump now possible by pressing clutch
-Walljump from ledge is now unaffected by walljump decay (does not reset walljump decay)
-Can now taunt out of walking and running states
-The turn state no longer instantly stops all momentum
-Attacks that stop momentum when turning around against momentum no longer do so out of moonwalks or within 25 frames of an airdodge landing
-Sword trails are now a bit smoother
-Getting damaged and flinching in the air now always gives ledge intangibility
-Fixed issue where walltechs would sometimes become ceilingtechs
-Walljumps from walltechs are now easier to perform
-Global shieldstun multiplier reduced (0.85 -> 0.75)
Ittle Dew
-Ittle now has a mouth
-Shield health increased (50 -> 60)
-Jab third hit knockback gain reverted (3.6 -> 3.4)
-Jab third hit animation tweaked to no longer hit behind
-Aerial empty lag standardized (3 -> 4)
-Neutral air stale hit 2 removed
-Neutral air stale hit damage reduced (6 -> 5)
-Neutral air stale hit base knockback increased (80 -> 120)
-Neutral air stale hit knockback growth reduced (2.5 -> 1.7)
-Neutral air stale hit priority reduced (0 -> -10)
-Forward air final hit knockback increased (120 -> 135)
-Back air knockback gain increased (2.5 -> 2.6)
-Up air initial hit given set knockback
-Up air final hit base knockback reduced (120 -> 100)
-Down air mid hit shield damage reduced (1 -> 0.8)
-Down air mid hit damage reduced (8 -> 6)
-Down air weak hit shield damage reduced (1 -> 0.65)
-Down air weak hit damage reduced (8 -> 5)
-Down air weak hit base knockback increased (40 -> 80)
-Down air weak hit hitstun increased (0.7 -> 0.9)
-Fixed a bug where the "full charge" variable of finisher was not reset when the move begins
-Forward Strong no longer activates a frame early when canceled into from finisher
-Up Strong initial hit removed
-Up Strong strong hit retooled to a rising hitbox
-Up Strong strong hit active frames increased (1 -> 3)
-Down Strong startup increased by 8 frames
-Down Strong selflag increased to match hitlag (0.5 -> 2)
-Forward throw base knockback increased (150 -> 160)
-Forward throw knockback gain decreased (2.2 -> 2.1)
-Forward throw hitstun reduced (1 -> 0.95)
-Down throw initial base knockback decreased (200 -> 160)
-Neutral special uncharged projectile size reverted (0.5 -> 0.1)
-Neutral special turnaround window reacts instantly instead of waiting for the final frame
-Bomb no longer changes trajectory on initial contact
-Bomb now does damage on initial contact (0 -> 3)
-Down special no longer regains its hop on ledgegrab
-Down special land attack frames reduced 3->1
Masked Ruby
-Shield health increased (50 -> 60)
-Friction while crouching now consistent with other standing states
-Floorbrake in crouching states reduced 80->25 to compensate for friction change
-Third jump can now be done from 15 frames into jump 2, down from 35
-All tipper hitboxes increased (0.2 -> 0.3)
-Jab animation tweaked to no longer hit behind
-Jab starts trail on frame 3 instead of frame 4 to remove trail wobble
-Forward tilt knockback gain reverted (2.4 -> 2.3)
-Up tilt animation tweaked so the sword more effectively scoops the opponent
-Up tilt hitbox slightly extended downwards
-Down tilt hitbox slightly extended to cover whole sword
-Aerial empty lag standardized (3 -> 4)
-Up air weakhit VXDI removed
-Up air weakhit DI reimplemented (0 -> 1.5)
-Up air base knockback reverted (100 -> 80)
-Up air now lasts one extra active frame
-If last hit of finisher hits, Ruby does not become helpless whle falling
-First 5 frames of finisher landing lag activate forward strong
-Forward strong angle reverted (45 -> 40)
-Forward strong knockback growth reduced (2.7 -> 2.6)
-Up strong initial hits priority increased (0 -> 5)
-Up strong hitboxes extended to cover more of rubys body
-Forward, back and down throws now have hitboxes
-Forward throw base knockback increased (150 -> 160)
-Forward throw knockback gain reduced (2.2 -> 2.1)
-Forward throw langth increased (21 -> 25 frames)
-Down throw VXDI removed
-Down throw DI reimplemented (0 -> 2)
-Movement out of down throw analog instead of digital
-Up special sweetspot window delayed (33 -> 35)
-Up special hitbox shifted to be slightly above Ruby’s head
Jenny Fox
-Shield health increased (50 -> 60)
-Weight decreased (115 -> 110)
-Floorbreak decreased (50 -> 40)
-Jab animation tweaked to no longer hit behind
-Jab hitbox activates one frame later (3 -> 4)
-Jab shield damage reduced (1 -> 0.6)
-Down tilt now has proper amount of endlag (33 -> 39)
-Down tilt has rr clank properties in the air
-Down tilt can now cancel into up tilt & up strong
-Down tilt when hitting an invincible or shielded opponent will no longer go off ledges
-Ollie can now immediately cancel into turnaround, kickflip or itself
-Aerial empty lag standardized (3 -> 4)
-Neutral air now a single hitbox
-Forward air angle reverted (30 -> 35)
-Forward air base knockback reverted (110 -> 100)
-Forward air landing lag increased when the move is held but not released (3 -> 8)
-Forward air holdtime no longer indefinite (inf -> 30)
-Forward air fully charged variant now classified as a different move
-Forward air uncharged variant shield damage reduced (1.15 -> 1)
-Forward air charged variant damage increased (12 -> 15)
-Forward air charged variant hitstun increased (0.8 -> 1)
-Forward air charged variant shield damage increased (1.15 -> 1.4)
-Forward air charged variant hitlag and selflag increased (1 -> 1.5)
-Forward air charged variant base knockback increased (100 -> 120)
-Forward strong base knockback reverted (110 -> 100)
-Down strong angle reverted (40 -> 45)
-Down strong knockback growth increased (2 -> 2.1)
-Finisher grounded variant now DIable
-Finisher axe hitboxes size changed 1->0.85 during the first two frames of the attack
-Forward throw now has a hitbox
-Forward throw angle reverted (30 -> 35)
-Forward throw base knockback reverted (110 -> 100)
-Back throw changed to have two twirls if clutch is held.
-Back throw 0 twirls: the move works like it used to (8 dmg, 150 angle, 150 bkb, 2.1 kbg, 1.0 hitstun)
-Back throw 1 twirl: the angle changes to 135 and hitstun to 0.85
-Back throw 2 twirls: the angle changes to 120 and hitstun to 0.85
-Back throw length increased (24 -> 30 frames)
-Down throw damage decreased (11 -> 10)
-Down throw hitstop/selfstop for the first five hits reduced (1 -> 0.5)
-Down throw sixth hit damage reduced (1 -> 0)
-Down throw sixth hit base knockback decreased (180 -> 160)
-Down throw sixth hit knockback gain increased (2.6 -> 3.8)
-Down throw knockback unchanged in practice
-Neutral special turnaround window no longer indefinite
-Neutral special no longer regains its hop on ledgegrab
-Down special can now cancel into up tilt & up strong
-Down special can now cancel into up special if grounded or (at the cost of a jump) in the air
Ultra Fishbunjin 3000
-Fixed issue where hitbox on down throw could refresh infinitely
-Fixed issue where Fishbunjin would never receive edgeclimb attack intangibility
-Shield health increased (50 -> 60)
-Forward tilt priority reinstated (0 -> 5)
-Aerial empty lag standardized (5 -> 4)
-Neutral air animation tweaked to no longer hit behind
-Forward air angle reverted (35 -> 40)
-Forward air knockback growth reduced (2.3 -> 2.2)
-Dumbbell during finisher stall no longer land cancels before the dumbbell is thrown
-Dumbbell landing lag fixed, before it ended too early by mistake (15 -> 25)
-Forward strong angle reverted (40 -> 45)
-Down strong now takes a jump if canceled via up special
-First 5 frames of finisher landing lag activate forward strong
-Finisher base knockback reduced (100 -> 80)
-Finisher hitstun reduced (1 -> 0.8)
-Pummel now hits other opponents
-All throws now have a hitbox
-Forward throw less DIable (1.2 -> 1)
-Up throw more DIable (1.4 -> 1.5)
-Down throw knockback growth increased (1.5 -> 1.6)
-Flex can now cancel into up tilt & up strong
-Flex can now cancel into up special if grounded or (at the cost of a jump) in the air
-Flex can cancel into flex by pressing special after a 5 frame window of tapping up
-Forward special priority reinstated (0 -> 5)
-Forward special can now cancel into up tilt and up strong
-Forward special can now cancel into up special if grounded or (at the cost of a jump) in the air
-Forward special can cancel into flex by pressing special after a 5 frame window of tapping up
-Up special now has a large body hitbox that acts as a sourspot (weak up air properties)
-Up special super armor now focused entirely on ascending dumbbell
-Aerial down special animation tweaked to no longer hit behind
Princess Remedy
-Shield health increased (50 -> 60)
-Airspeed increased (8 -> 9)
-Jab base knockback reverted (80 -> 60)
-Forward tilt now only clanks on arm
-Up tilt now only clanks on leg
-Up tilt reverted to old rr priority
-Down tilt knockback gain reverted (2 -> 1.8)
-Down tilt reverted to old rr priority
-Aerial empty lag standardized (3 -> 4)
-Back air shield damage decreased (1 -> 0.3)
-Back air angle raised (162 -> 145)
-Back air startup increased (5 -> 13)
-Back air tipper hitbox added
-Back air tipper DI modifier decreased (1 -> 0.6)
-Back air sourspot damage decreased (12 -> 10)
-Back air tipper damage increased (12 -> 13)
-Back air tipper hitlag and selflag increased (1 -> 1.5)
-Back air sourspot hitstun decreased (1 -> 0.7)
-Back air tipper knockback growth increased (1.8 -> 2)
-Back air sourspot base knockback decreased (120 -> 110)
-Forward Strong no longer activates a frame early when canceled into from finisher
-Up strong scooping hitbox removed
-Up strong now one consistent size (1.35)
-Up strong active frames reduced (14 -> 8)
-Down strong now travels through platforms
-Fixed down strong sending Remedy too low (was never compensated for gravity)
-Pummel now hits other opponents
-Up throw VXDI removed
-Up throw DI reimplemented (0 -> 1.5)
-Down throw now has a hitbox
-Neutral special can now be land canceled
-Forward special no longer dash cancelable (bugfix)
-Forward special no longer stores charges
-Forward special fully charges in half the time (120 -> 60), but full charge variant is now weaker
-Forward special can be canceled up until the point the flask actually leaves Remedy’s hands
-Forward special cancel can now be buffered
-Forward special landcancel can now be prevented by holding special button
-Mine now disappears upon death
Business Casual Man
-Shield health increased (50 -> 60)
-Friction standardized (0.8 -> 1), Floorbrake decreased to compensate (40 -> 30)
-Forward tilt angle reverted (42 -> 45)
-Down tilt first hit removed entirely
-Down tilt damage increased (3 -> 6), compensates for first hit removal
-Down tilt base knockback increased (140 -> 155)
-Down tilt knockback gain decreased (2.2 -> 1.25)
-Down tilt selflag reduced (1 -> 0.65)
-Aerial empty lag standardized (3 -> 4)
-Neutral air final hit knockback gain reverted (2.6 -> 2.5)
-Forward air angle reverted (40 -> 45)
-Forward air knockback gain reverted (2.6 -> 2.5)
-Back air no longer immediately snaps to the ground after leaving an edge
-Down air hitboxes tweaked for consistency
-Forward strong angle reverted (42 -> 45)
-Forward strong sourspot removed
-First 5 frames of finisher landing lag activate forward strong
-Finisher sell variant cards no longer SDIable
-Forward throw non-sell variant knockback gain reverted (2.2 -> 2)
-Up throw now has a hitbox
-Down throw knockback gain reverted (2 -> 1.8)
-Neutral special (base version) shield damage reduced (1.2 -> 0.5)
-Neutral special shieldstun increased (1.7 -> 1.9, compensates for general shieldstun nerf)
-Forward special no longer gains super armor upon getting a grab
-Up special tie hitbox reduced slightly
Goddess of Explosions
-Shield health increased (50 -> 60)
-Forward tilt hitboxes now accurate to the animation
-Down tilt now clanks on leg
-Down tilt knockback gain reverted (2.1 -> 2)
-Down tilt initial hitboxes now align with slopes
-Aerial empty lag standardized (3 -> 4)
-Down air hitboxes reduced, now more focused on leg
-Down air clutch overhauled, now acts like other clutchable moves during recoil
-Down air now rapidly decelerates instead of stopping immediately
-Forward strong angle reverted (40 -> 45)
-Forward strong knockback growth decreased (1.8 -> 1.7)
-Forward strong weak hit given clank properties
-Forward strong weak hit base knockback decreased (170 -> 140)
-Forward strong weak hit knockback growth decreased (1.7 -> 1.2)
-Forward strong no longer cancelable into utilt
-First 5 frames of finisher landing lag activate forward strong
-Forward throw strong hit angle reverted (40 -> 45)
-Forward throw initial throw knockback set
-Forward throw initial throw angle tweaked (45 -> 20)
-Back throw angle reverted (145 -> 140)
-Fireball rebound cap increased (10 -> 999)
Asha
-Shield health increased (50 -> 60)
-Arm hitboxes readded to relevant attacks (excluding elbow hitboxes for utilt)
-Aerial empty lag standardized (3 -> 4)
-Forward air horizontal angle reverted (43 -> 45)
-Forward air sourspot damage increased (6 -> 9)
-Back air now lasts an extra active frame (1 -> 2)
-Back air endlag increased (35 -> 45)
-Up air waist hitbox removed
-Down air VXDI removed
-Down air angle lowered (60 -> 50)
-Down air DI increased (1 -> 1.5)
-Down air SDI increased (1.5 -> 2)
-Down air hitlag increased (1 -> 1.5)
-Forward Strong no longer activates a frame early when canceled into from finisher
-Forward strong now lasts an extra active frame (1 -> 2)
-Forward strong angle reverted (42 -> 45)
-Forward strong knockback gain reverted (2.2 -> 2.1)
-Forward strong endlag increased (28 -> 36)
-Forward strong hitlag & selflag increased (1 -> 1.5)
-Up strong shell is no longer parriable
-Down strong hitbox activation delayed (30 -> 45)
-Finisher has an extra hitbox by Asha’s head
-Forward throw angle reverted (48 -> 50)
-Back throw angle reverted (143 -> 140)
-Down throw now has a hitbox
-No longer gain teleport recharge while in hitstun
-Teleport recovery rate lowered (0.25 -> 0.2)