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)