Uploading the 1.032 patch to the usual googdoc, but while I still don’t think it’s quite ready for public access yet, figured I’d at least show what the changelist/patchlist looks like considering I don’t think I’ve put any of the previous ones up here before
VERY long, so putting this under a “keep reading”
GENERAL
- Ryu I previously mentioned had been soft crashing Ikemen on transition to match now suddenly -- works fine. Not even gonna question this, he's back in.
- Default red life calculation is now 80% of an attack's damage value instead of 25%, mostly only relevant -- for tag mode.
- Another cast-wide change from here on out will be at least almost all supers having some form of invuln -- on startup, primarily invuln to all non super moves during their startup.
- Now making sure to also remove all "guard push"s alongside recovery rolls.
- Regular throws now also being at least somewhat standardized, some characters having throws that had -- no recovery, came out instantly, weren't even jumpable, and couldn't be beaten out early with even -- lights just seemed ridiculous. Most, if not all throws, now have 6 frames of startup, 3 active frames, -- and 6 frames of recovery on whiff. While some characters with throws that only WERE the active frames -- might see this as a slight "nerf", other characters who had awkwardly long throw startups, like Hulk, -- will only benefit from this. The other part of this standardization will be changing all throws to -- universally be directionally based instead of button based, with all generic forward throws being -- (F+HP/HK), and all generic backward throws being (B+HP/HK).
- The mostly universal "invuln to non supers prior during startup" on DP specials has been recoded so that -- said invuln will properly last throughout their startup.
- All supers now (universally) have no meter gain on hit, note that while this applies to any part of a super, -- this does not apply to, say, normals or specials that are being enhanced by a super, such as the attack -- increasing supers that Sabretooth, Supergirl, and Wolverine have.
- Track for the Atlantian Waters stage (Stage for Aquaman) has been changed for the time being to prevent any -- potential issues with streaming this game, much like with the Lexcorp stage (Stage for Lex Luthor) in the -- previous patch.
- Removed the transition to the "Emerald Glow" visuals of the "Coast City" (Stage for Hal Jordan) stage, -- primarily due to it being near impossible to discern Hal's "ring" based effects from the stage itself -- after this transition due to the very similarly shared shades of green.
- Redid "Superman Genesis Medley" track for "Metropolis (Stage for Superman) stage, as well as taking care -- of any potential flashing from the monitors on the stage.
- Removed most of the MvC2 graphic/sound effects from the characters that had them, mostly because they were -- more distracting than anything else.
CHARACTER SPECIFIC
CHARS FROM PREVIOUS PATCHES ;--------------------------------------------------------------------------------- GREEN ARROW
- Set up intros against Hal Jordan and Wonder Woman.
- Reversed throw directions, forward throw is now done with forward and vice-versa.
- Arrows fired from crouched stance of Normal Arrow (QCF+P) now hit low and are registered as -- crouching projectiles instead of standing projectiles.
- Adjusted timing so that Bow Attack (DP+P) can't be IMMEDIATELY cancelled out of, now also corrected -- to be registered as a standing special instead of a standing normal.
- Arrows fired from Tactical Shot (QCB+P) have now been corrected to be registered as aerial special -- projectiles instead of aerial physical specials.
- Arrows fired from LP and MP versions of Trick Arrow (QCF+K) have now been corrected to be registered as -- standing special projectiles instead of aerial physical specials.
- Arrows from Grenade Arrow (QCB+K) now hit high while still airborne, still airborne arrows have been -- corrected to be registered as aerial special projectiles instead of aerial physical specials, and the -- explosion from a planted Grenade Arrow has now been corrected to be registered as a standing special -- projectile instead of an aerial physical special.
- Arrows fired from Fast Arrows (QCF+PP) have now been corrected to be registered as super projectiles -- instead of special projectiles.
- Arrows from all variations of Hyper Trick Arrow (QCF+KK) are now correctly registered as standing super -- projectiles.
- The arrow fired from Bomb Arrow (QCB+KK, Air OK) now hits high and has now been corrected to be registered as -- an aerial super projectile instead of an aerial physical special, and the resulting explosion has been -- corrected to be registered as a standing super projectile instead of an aerial physical special. ;--------------------------------------------------------------------------------- AQUAMAN
- st. LK has now been corrected to be registered as a standing normal instead of a crouching normal.
- All versions of Trident of Atlantis (QCF+P) have now been corrected to be registered as standing -- physical specials instead of crouching normals.
- Harpoon (QCF+K) has now been corrected to be registered as a standing physical special instead of -- a standing normal.
- Orca Smash (QCB+PP) now has more of its absurdly long startup covered by the super flash freeze. -- Has also been corrected to be registered as an aerial super instead of an aerial special.
- Deep Sea Assault (QCF+KK) now does somewhat more damage, now functions as an unblockable -- floor-hitgrab instead of a floor-command grab, has the super flash now occur earlier -- and cover up most of its previously absurdly long startup, Aquaman now has a bit more -- all around invuln on the first 10 frames, and is straight up invuln to ALL projectiles -- for the entire length of the super activation until he finishes recovering, and is now -- confirmable into from all grounded normals, Trident of Atlantis (QCF+P) and Harpoon (QCF+K) -- on contact. ;--------------------------------------------------------------------------------- THE THING
- General re-reworking and cleanup on a large amount of his hurtboxes to be more standardized and or -- just be less awkward in general. I ended up letting a fair amount of this pass on the initial -- run through on Ben, some of it being not wanting to hamper him by making him such a large target, -- but as these test runs have proven, Ben is definitely not a bad character by any means, so now -- being assured that's not the case, it's time to hold him up to newer standards.
- cr. HK now does slightly less damage.
- Can now also throw with HK.
- Power Back Hand (QCF+LP) now does somewhat less damage, slightly less chip, and somewhat less meter gain.
- Power Punch (QCF+MP) now does slightly more damage, slightly less chip, and somewhat less meter gain.
- Power Charge (QCF+HP) now does slightly less damage and somewhat less meter gain.
- Rock Solid Upper (DP+P) now has the (mostly) DP-standard for this project "pre-active" invuln to -- non supers. All versions also now do somewhat less meter gain, and HP version now does slightly -- more damage. (Also removed the meter drain on the HP version).
- Ground Smash (QCB+LP) now does slightly more damage, slightly less chip, somewhat less meter gain, and -- is no longer air unblockable.
- Stop Sign (QCB+MP) now does somewhat less meter gain.
- Tuck n' Roll (QCB+HP) now does slightly less meter gain.
- LK and MK versions of Hard Head (QCF+K) now do somewhat less meter gain; HK version now does slightly -- less meter gain.
- Coded out/around any issues spawning from armor on his supers, should no longer cause an additional -- super flash to pop up or drain any additional meter from getting hit during super.
- It's Clobberin' Time (QCF+PP) no longers whiffs on crouching opponents.
- Removed armor on Truck Dump (QCF+KK) as it seems to have issues functioning together, outright -- resetting the animation instead of just returning it to where it left off before getting hit. ;--------------------------------------------------------------------------------- WOLVERINE
- Set up intros against Blackheart, Etrigan, Gambit, Ghost Rider, Juggernaut, Magneto, and Sabretooth.
- Set up win poses against Blackheart, Etrigan, Gambit, Ghost Rider, and Sabretooth.
- Reversed throw directions, forward throw is now done with forward and vice-versa.
- All versions of Berserker Barrage (QCF+P) now correctly registered as specials instead of normals.
- Tornado Claw (DP+P) no longer hits high and is now correctly registered as a special instead of a normal.
- Both Lethal Lunge (QCB+P) and Air Lethal Lunge (QCB+P, midair) are now correctly registered as specials -- instead of normals.
- All versions of Divekick (QCF+K) now do actual meter gain and are now all correctly registered as specials -- instead of normals.
- LK version of Divekick (QCF+K) now does the same damage as the other versions.
- Berserker Barrage X (QCF+PP) is now correctly registered as a super instead of a normal.
- Weapon X (DP+PP) is now correctly registered as a super instead of a normal.
- Claw Frenzy (QCB+PP) now does noticeably less damage and is now correctly registered as a super instead of -- a normal. ;--------------------------------------------------------------------------------- SABRETOOTH
- Set up intro against Wolverine.
- Set up win pose against Wolverine.
- Throw is now directionally based (In short, he has a back throw now).
- Berserker Claw (QCF+P) now does slightly more damage, slightly more chip, and slightly more meter -- gain.
- Removed invuln to command grab supers on Deadly Run (QCB+P), now also correctly registered as a -- special command grab instead of a regular throw.
- Wild Fang (QCF+K) now does slightly more damage.
- Feral Rampage (QCB+PP) now correctly registered as a super instead of a normal. ;--------------------------------------------------------------------------------- HULK
- Set up intro against Wolverine.
- The boulder from Boulder Toss (QCF+P) now does slightly less damage, slightly less chip, and is now -- correctly registered as a standing special instead of an aerial special.
- Divekick (QCF+P, midair) now hits high during the airborne part, no longer hits low during the landing -- part, now does slightly more chip (and chip at all), and is now correctly registered as an aerial special -- instead of a standing normal.
- Gamma Quake (QCB+P) no longer hits low.
- Gamma Tornado (HCB+P) now does slightly less damage, slightly more meter gain, and no longer has any pushback -- on block.
-- ALL versions of Gamma Charge now do slightly more damage and slightly more chip (and chip at all).
- Gamma Spear (QCF+K) now does noticeably less damage and is now correctly registered as an aerial special instead -- of a standing special.
- Worldbreaker (QCB+K) can now only hit once in a single combo, does slightly more damage now to accomodate -- for this.
- Fixed the box problem on Hyper Gamma Quake (QCF+PP) AGAIN, hopefully for good this time. Now also correctly -- registered as a super instead of a special.
- Sonic Gamma Clap (QCB+PP) no longer hits OTG, but also no longer has that weird recovery thing if it doesn't -- send the opponent flying across the stage.
- Hulk SMASH (QCF+KK) can now only grab grounded opponents, does somewhat less damage, and is now correctly -- registered as a super instead of a special.
- Gamma Crush (QCB+KK) no longer hits low on the initial leap upward (No idea either) and does slightly less -- damage.
- World Tearing Gamma Crush (QCF+PK) no longer hits low on the initial leap upward (Again, no idea either) now -- does noticeably less damage, and somewhat less chip. ;--------------------------------------------------------------------------------- HUITZIL
- Some additional cleanup done on their idle and walk related hurtboxes.
- Couple of minor sound related changes to spruce them up a bit.
- Throw is now directionally based (In short, they have a forward throw now).
- Got rid of the bizarre lack of additional meter gain on hit/block that was on most of their specials.
- Frozen Laser Stand (QCF+P) now does slightly more damage and is now correctly registered as a special instead -- of a super.
- Air Frozen Laser (QCF+P, midair) now properly does the same damage and chip as Frozen Laser Stand (QCF+P) and -- is now correctly registered as an aerial special instead of a standing super.
- Anti-Air Frozen Beam (DP+P) now properly does the same damage and chip as Frozen Laser Stand (QCF+P) and -- is now correctly registered as a crouching special instead of a standing super.
- Frozen Laser Crouch (QCF+K) now properly does the same damage and chip as Frozen Laser Stand (QCF+P), does somewhat -- more meter gain, and is now properly registered as a crouching special instead of a standing super.
- Physics for the air version of Electric Charge (QCB+K, Air OK) have been altered to freeze Huitzil -- in place for the duration of the special unless interupted.
- All versions of Electric Charge (QCB+K, Air OK) now do slightly more damage, slightly more chip, and all aerial -- versions are now correctly registered as aerial projectiles instead of standing projectiles.
- Air Hyper Frozen Laser (QCF+PP, midair) now correctly registered as an aerial super instead of a standing super.
- Air Annihilation! (QCB+PP) can no longer be cancelled out of into specials. (This REALLY should've been fixed sooner -- but various other things with this project kept distracting me.) The initial pop-up hit is also now correctly -- registered as a super instead of a normal, and the cannon firing is now correctly registered as a projectile super -- instead of a physical normal. ;--------------------------------------------------------------------------------- LILITH AENSLAND
- st. MP now does slightly more damage.
- Fixed st. HK not being able to hit crouching opponents (Despite being an overhead...).
- j. HP now does slightly less damage.
- j. HK now does slightly less damage.
- Can now also throw with HK.
- Gleeful Dive (D+HK, midair) now does slightly more meter gain.
- Projectiles fired from the aerial version of Soul Flash (QCF+P, Air OK) are now correctly registered as aerial -- projectiles instead of standing projectiles.
- Mystic Arrow has had its input changed from (HCB+P) to (QCB+P) and removed invuln to command grab supers.
- Aerial versions of Merry Turn (QCB+K, Air OK) are now correctly registered as aerial specials instead of -- standing specials.
- Aerial version of Luminous Illusion (QCF+KK, Air OK) is now correctly registered as a physical super instead -- of a throw super, to better align with what the grounded version of this super is already registered as.
- Splendor Love (DP+KK, Air OK) now does severely less damage and is now correctly registered as an aerial -- super instead of a standing super.
- The hat thrown for Gloomy Puppet Show! (HCB+PP) is now correctly registered as a standing projectile instead -- of an aerial projectile. ;--------------------------------------------------------------------------------- SPIDER-MAN
- Former HP only throw is now directionally based (ie, he has a back throw now) and also used for his throw -- on HK now, as his former HK throw had some... wonky physics when on the thrown character when used as a -- backward throw.
- Web Ball (QCF+P) now does slightly more chip.
- Air Web Ball (QCF+P, midair) now does slightly more chip, now hits high instead of low (No idea how this got by -- me on the first pass either), no longer hits OTG (Only to avoid potential infinites, otherwise this would stay), -- is no longer air unblockable, and is now correctly registered as an aerial projectile instead of a standing -- projectile.
- Spider Sting (DP+P) no longer hits low and the knockdown it does on hit is now recoverable.
- The auto counter on hit out of Web Shield (QCB+P) now does slightly less damage, slightly more chip (and chip -- at all, no longer hits low, and is now correctly registered as a special instead of a normal.
- The Shove (P) out of Web Shield (QCB+P) now does slightly more chip (and chip at all), no longer hits low, and -- is now correctly registered as a special instead of a normal.
- Web Fist (~B->F+P) is now correctly registered as a special instead of a normal.
- Web Slingshot (QCF+K) now correctly registered as an aerial special instead of a standing normal.
- Web Pull (QCF+K, midair) now hits high and is now correctly registered as an aerial special.
- Slide (~B->F+K) is no loner air unblockable and is now correctly registered as a special instead of a normal. ;--------------------------------------------------------------------------------- DESPERO
- st. HP now has 1 less frame of startup and is now active for 4 more frames.
- Can now also throw with HK and throws are now directional (ie, he has a backward throw now).
-- All versions of Despero Beam (QCF+P, Air OK) now do more hit stun.
- LP version of Despero Beam (QCF+P, Air OK) now registered as a crouching projectile special instead of a standing -- projectile special, and all aerial versions are now correctly registered as aerial projectile specials instead of -- standing projectile specials.
- Air Body Rush (QCB+P, midair) now correctly registered as an aerial special instead of a standing special.
- Vertical Bolt (HP+HK) now correctly registered as a projectile special instead of a physical super.
- Despero Ranbu (QCF+PP) can now also be confirmed into out of Hyper Might of Pytar (QCF+KK) on contact.
- Energy Blaster (QCB+PP) now does somewhat more damage, and slightly more chip. Also now does more -- hit stun and no longer does hard knockdown on hit to better facilitate confirming into -- Despero Ranbu (QCF+PP) out of it.
- Air Energy Blaster (QCB+PP, midair) now does somewhat more damage, slightly more chip, and can now -- also be confirmed into from all aerial normals, all aerial versions of Despero Beam (QCF+P), and -- Air Body Rush (QCB+P, midair) on contact.
- Hyper Might of Py'tar (QCF+KK) now does slightly more chip. ;--------------------------------------------------------------------------------- COLOSSUS
- Set up intros against Iceman and Storm.
- Set up win poses against Magneto and Nightcrawler.
- Both standalone and confirmed into st. HP both do slightly less damage now.
- Reversed throw directions, forward throw is now done with forward and vice-versa.
- HP Version of Power Tackle (QCF+P) is now correctly registered as a standing special instead of a standing -- normal, all other versions of Power Tackle and Air Power Tackle (QCF+P or QCB+P, midair) are now correctly -- registered as aerial specials instead of standing normals.
- The LP version of Throw Chunk from Ground Lift (QCB+P) is now correctly registered as an aerial special -- instead of a standing special.
- First 12 frames of standalone Giant Swing (QCF+K) and first 2 frames of confirmed-into Giant Swing are now -- invuln to regular throws and non-super command grabs.
- Giant Swing (QCF+K) now correctly registered as a command grab instead of a regular throw.
- Siberian Express (QCF+PP) now does severely less damage, mostly due to the insane damage it was -- singlehandedly doing until now. "Hit pause" on it has also been toned down to make the super -- feel less lengthy (Previously felt like it was almost clocking up to a minute).
- Siberian Express (QCF+PP) is now correctly registered as a super instead of a normal.
- Power Dive (QCB+PP) now does somewhat less damage and the second hit (the dive) no longer hits low -- or is air unblockable. Also now correctly registered as an aerial super instead of a standing normal. ;--------------------------------------------------------------------------------- LUKE CAGE
- Set up intros against Apocalypse, Bane, Beast Boy, Cyborg, Ibuki, Jubilee, Juggernaut, Killer Croc, Kilowog, Lobo, -- Makoto, Mongul, Nrvnqsr Chaos, Sakura Kasugano, Shuma Gorath, Solomon Grundy, Supergirl, Thor, Victor Zsasz, and Zangief.
- Can now also throw with HK.
- Machine Gun Upper (QCF+P) now has invuln to standing normals.
- The generic hurtbox for after getting thrown after getting grabbed by Chain Gang (QCB+P) has been -- made taller to make confirming out of it easier. Also removed invuln to command grab supers.
- Spin Cycle (QCF+K) now has invuln to crouching normals and crouching non-throw related specials.
- Power Fist (QCF+PP) now does somewhat less damage, slightly less chip, and can now be confirmed into out of -- Super Spin Cycle (QCF+KK) on contact.
- Sweet X-Mas (QCB+PP) now does noticeably less damage, slightly more chip, now hits low, and can now be confirmed into out of -- Power Fist (QCF+PP) and Super Spin Cycle (QCF+KK) on contact.
- Super Spin Cycle (QCF+KK) now has invuln to crouching normals and specials. ;--------------------------------------------------------------------------------- DR. DOOM
- st. MK now does slightly less damage.
- Plasma Beam (QCF+P) now correctly registered as a standing projectile instead of an aerial projectile.
- Photon Shot (QCB+P) now correctly registered as a standing projectile instead of an aerial projectile.
- Shield Charge (QCF+K) now does slightly less damage, slightly more chip, the initial chargeup no longer whiffs on crouching -- opponents, and now correctly registered as a physical special instead of a projectile special.
- Shield (QCB+K) now does a slight amount of chip and now correctly registered as a physical special instead of a projectile -- special.
- Re-aligned the hitboxes on Mega Plasma Beam (QCF+PP) to more properly match the actual sprites (Only caught this one because of -- double checking startup invuln on supers, someone evidently got careless with re-scaling their beams).
- Photon Array (QCB+PP) now correctly registered as a standing projectile instead of an aerial projectile.
- Doom Time (QCF+PK) is no longer unblockable (now hits low). ;--------------------------------------------------------------------------------- SUPERGIRL
- Increased forward-walk/back-walk speed.
- st. HP now has 5 less frames of recovery.
- Fixed issue with Supergirl losing control until hit again after performing a cr. LP.
- Dash Punch (QCF+P) now has increased priority and is now invuln to standing normals.
- Flying Punch (QCF+P, midair) now does slightly more damage, slightly more chip (and chip at all, actually), -- and noticeably more meter gain.
- All versions of Heat Vision (QCB+P) now do slightly more damage.
- Downward Heat Vision (QCB+P, midair) now does slightly more damage.
- Divekick (QCF+K, midair) now does somewhat slightly more damage and somewhat more meter gain.
- All versions of Rising Supergirl (DP+K) now have the "DP standard invuln" during their invuln -- and do somewhat more meter gain.
- Argoan Fury (QCF+PP) renamed to Argoan Rush (Likewise for aerial version), because -
- Now has new super Argoan Fury (QCF+KK), that much like similar supers on Wolverine and Sabretooth, -- gives her a temporary attack buff for its duration. ;--------------------------------------------------------------------------------- ALEX
- Flash Chop (QCF+P) now does slightly less chip.
- Both versions of Power Bomb (QCB+P) are no longer invuln to super command grabs.
- All versions of Big Boot (QCF+K, midair) now do slightly less damage and slightly less chip. Screen -- shake from being hit by it has also been severely toned down.
- All versions of Stomp (QCB+K) now do slightly less damage.
- Boomerang Raid (QCF+PP) now does noticeably less damage (Entirely from the final grab part). ;--------------------------------------------------------------------------------- HAL JORDAN
- Set up intro against Green Arrow.
- Corrected Hal's ground dash to count him as grounded instead of air-borne so he can now properly -- do grounded moves out of it.
- Can now also throw with HK and throws are now directional (ie, he has a backward throw now).
- Emerald Swordsman (QCF+P, midair) is now correctly registered as an aerial physical special instead of an -- aerial projectile special.
- Air Charging Ram (QCF+K, midair) now correctly registered as an aerial special instead of a standing special.
- Emerald Knight (QCF+KK) now does slightly more chip.
- Smackdown (QCF+PK) has had a couple of its hitboxes adjusted to remove the strange blindspot -- they left immediately in front of Hal. ;--------------------------------------------------------------------------------- GAMBIT
- Set up intros against Scarlet Witch, Storm, and Wolverine.
- st. HP now does slightly less damage.
- cr. HK has now been corrected to be registered as a crouching normal instead of a standing normal.
-- All versions of Kinetic Card (QCF+P) are now correctly registered as standing projectiles instead -- of aerial projectiles.
- LP version of Kinetic Card (QCF+P), both pre-charged and not, now do slightly less damage -- and slightly less chip.
- Regular MP version of Kinetic Card (QCF+P) now does slightly less damage.
- Pre-charged MP version of Kinetic Card (QCF+P) now does somewhat less damage.
- HP version of Kinetic Card (QCF+P), both pre-charged and not, now do somewhat less damage and slightly -- more chip.
- All the aforementioned damage and chip changes to Kinetic Card (QCF+P) above also apply to the corresponding -- versions of Air Kinetic Card (QCF+P, midair) and Trick Card (QCB+P).
- All versions of Cajun Slash (DP+P) now do slightly less damage.
- Fixed staff effects from Cajun Slash (DP+P) sticking around longer than they should if the move was cancelled -- out of.
- All versions of Trick Card (QCB+P) are now correctly registered as standing projectiles instead -- of aerial projectiles.
- Kinetic Ground (RDP+P) is now correctly registered as a crouching special instead of a standing special.
- The Cajun Strike out of Cajun Strike Setup (QCF+K or QCB+K) now hits high.
- The MK version of standalone Cajun Strike (QCF+K, midair) is now correctly registered as an aerial special -- instead of a standing special.
- Royal Flush (QCF+PP) now does somewhat less damage and no longer hits OTG.
- Fixed the super "background" effect for Cajun Strike X (QCB+PP) not going away on its own after the super ended.
- Cajun Strike X (QCB+PP) now properly does hard knockdown on hit.
- Card Destruction (QCF+PK) now does noticeably less damage. ;--------------------------------------------------------------------------------- CAPTAIN AMERICA
- Can now also throw with HK.
- Shield Throw (QCF+P, Air OK) now does slightly less chip and slightly less meter gain.
-- All versions of Charging Star (QCB+K) now do slightly less chip, LK version does somewhat less meter gain, -- and MK and HK versions do slightly less meter gain.
- Hyper Stars N' Stripes (QCB+PP) now does slightly less chip.
- Shield Ricochet (QCF+KK) now correctly registered as a projectile super instead of a projectile special. ;--------------------------------------------------------------------------------- HAWKMAN
- Throw direction changed from being based on button used (HP or HK) to direction used, with forward throw now -- being (F+HP/HK) and backward throw now being (B+HP/HK).
- Shield Bash (QCF+P) now does slightly more chip and is now correctly registered as an aerial special instead -- of an aerial normal.
- Mace Uppercut (DP+P) now does somewhat less damage, slightly less chip, and is now correctly registered as a -- special instead of a normal.
- Ancient Spear (QCB+P) now actually does chip and is corrected to be registered as a projectile special instead -- of a crouching physical normal.
- Claw of Horus (QCF+PP, Air OK) now does actual chip, and both grounded and aerial versions now do the same -- damage and chip.
- Electric Mace (QCF+KK) now hits high on the initial downward hit. ;--------------------------------------------------------------------------------- GENTLEMAN GHOST
- Decreased forward-walk/back-walk speed.
- cr. HK has now been corrected to be registered as a crouching normal instead of a standing normal.
- Throw is now directionally based (In short, he has a backward throw now), and can now also throw -- with HK.
- The gunshot part of Haunting Handgun (B+HP) is now set as a standing normal projectile instead of a -- standing physical normal.
- Cane Bolt (QCB+P) now does slightly more meter gain and has now been corrected to be registered as a standing -- special projectile instead of a standing physical normal.
- Undead Upper input changed from (QCB+K) to (QCF+K). Also now does actual meter gain and has now been corrected -- to be registered as a standing special projectile instead of a standing physical normal. The summoned zombie -- now also does chip again, I can't even remember when that got changed to be entirely honest.
- Dire Desperado (QCB+PP) now does slightly less damage and somewhat less chip. Now also corrected to be registered -- as a projectile super instead of a physical super.
- Rising Revenants (QCB+KK) now correctly registered as a projectile super instead of a standing physical normal. -- The summoned zombies now also do chip again, I can't even remember when that got changed to be entirely honest.
- Morbid Mount (QCF+PP) now does severely less chip on block. In-game movelist listing has also -- been corrected to include that it hits OTG.
- Hell's Gates (QCF+KK) now does somewhat less damage. ;--------------------------------------------------------------------------------- STORM
- Set up intros against Dr. Doom, Gambit, Iceman, and Wolverine.
- Set up win poses against Dr. Doom, Etrigan, Lord Raptor, Magneto, and Wolverine.
- st. LK has now been corrected to be registered as a standing normal instead of a crouching normal.
- cr. MK has now been corrected to be registered as a crouching normal instead of a standing normal.
- All of the Lightning Balls produced from variations of j. MP have now been corrected to be registered -- as aerial normal projectiles instead of standing physical normals.
- Can now also throw with HK.
- Typhoon (QCF+P, Air OK) projectiles spawned from the aerial version are now correctly registered as -- aerial projectiles instead of standing projectiles.
- Thunder (QCF+K) now does slightly more chip.
- Lightning Storm (QCF+PP) now has 30 less frames of recovery.
- In-game movelist listing for Hail Storm (QCB+PP) has been corrected to include that the Hail projectiles -- summoned during it hit OTG. Hail now does somewhat less damage. The projectiles are now also correctly -- registered as as super projectiles instead of super physical attacks.
- Lightning Strike (QCF+KK) now does somewhat less damage.
- X-Men Gold Team (QCB+KK) no longer drains an ADDITIONAL 2 and a half bars of meter upon successful -- activation and does severely less damage. Now also correctly registered as a super instead of a -- special. ;---------------------------------------------------------------------------------- LEX LUTHOR
- st. LK has now been corrected to be registered as a standing normal instead of a crouching normal.
- Can now also throw with HK, throws are now directional (ie, he has a forward throw now), and reversed -- throw directions, forward throw is now done with forward and vice-versa.
- Kryptonite Ray (QCF+P) now has 4 more frames of startup.
- Electrified Armor (DP+P) has been altered so that it cannot be IMMEDIATELY cancelled out of.
- Flamethrower (QCF+K), both standing and crouching versions, now do slightly more damage and slightly more -- chip. Both versions are now also correctly registered as projectiles instead of physical attacks, and the -- crouching version is now correctly registered as crouching instead of standing.
- Tyrant Drill (~B,F+K) now does slightly less meter gain and is now correctly registered as an aerial special -- instead of a standing special.
- All versions of Air Tyrant Drill (D+K, midair) now do somewhat less meter gain and are now correctly registered -- as aerial specials instead of standing specials.
- Kryptonic Blast (QCF+PP) now does somewhat less damage.
- Failsafe Emission (QCB+PP, air OK) now correctly registered as an aerial super instead of a standing super.
- Input for Nanite Swarm has now been corrected to ACTUALLY be (QCB+KK) as it is listed in the -- in-game movelist. Also does somewhat less damage, no longer hits OTG, and has 10 more frames -- of recovery. ;---------------------------------------------------------------------------------- TOYMAN
- Damage between cr. MK and the car spawned by cr. MK now lowered to more generally match the damage output of -- most cr. MKs in this game, and both also now hit low.
- Can now also throw with HK.
- The magnet summoned from Hidden Magnet (QCB+P) is now registered as a special throw instead of a normal.
- The flames from Monster Toy Truck (~B, F+HP) are now properly rescaled to fit the actual sprites and are now -- also registered as a crouching projectile instead of a standing projectile.
- Electric Tower (QCF+K) is now correctly registered as a projectile special instead of a normal.
- Rat-A-Tat Jack (QCF+PP) now correctly registered as a projectile super instead of a normal.
- The beam from Quick Strike (QCB+PP) is now correctly registered as a projectile super instead of a projectile -- normal.
- Quackmobile (QCB+KK) is no longer air unblockable (Which I could've sworn I did before but oh well) and is now -- correctly registered as a super instead of a normal. ;---------------------------------------------------------------------------------- THOR
- Can now also throw with HK.
- Gungnir Dive (QCF+K, midair) now does slightly less meter gain and the stomp part of it on the ground -- no longer hits low, mostly due to it resulting in a hellish high-low mixup within just the special -- itself.
- Nordic Rage (QCF+PP) is no longer air unblockable.
- Mighty Uru Comet (DP+PP) now does noticeably less damage.
- Ragnarok Hammer (QCF+KK) now does slightly less damage. ;---------------------------------------------------------------------------------- ARCUEID BRUNESTUD
- Can now properly perform air normals out of her back dash.
- Rising Knee (MP) followup for Joint Knocker (QCB+P) is now correctly registered as a special instead of a -- normal.
- Bam! (HP) followup for Joint Knocker (QCB+P) is now correctly registered as a special instead of a -- normal.
- Super Claw Blitz (QCF+PP) now does slightly more damage.
- Super Joint Knocker (QCB+PP) now does somewhat less damge. ;---------------------------------------------------------------------------------- CHARS FOR THIS PATCH ;------------------------------------------------------------------------------------ SUPERMAN
WHAT'S NEW
- Set up intros with Aquaman, Batman, Lobo, and Lex Luthor.
- Some of his frame data, hitboxes, and hurtboxes have been reworked to be more fitting.
- Forward ground dash modified into an outright run.
- st. LP is now less active for 3 frames and has 1 less frame of recovery, totalling to 4 less -- frames of recovery overall, does slightly more damage, and slightly more meter gain.
- st. MP now has 3 less frames of recovery, does slightly more damage, and slihtly more meter -- gain.
- st. HP now has 1 less frame of startup, is now active for 4 less frames, subsequently also -- having 4 less frames of recovery, does slightly more damage, slightly more meter gain, and -- no longer hits high.
- st. LK now has 1 less frame of recovery, is now active for 6 less frames, subsequently also -- having 6 less frames of recovery, does slightly more damage, and slightly more meter gain.
- st. MK is now active for 8 less frames, has 4 more frames of recovery, does slightly more damage, -- and slightly more meter gain.
- st. HK is now active for 1 less frame, does slightly more damage, and slightly more meter gain.
- cr. LP is now active for 1 less frame, does slightly less damage, and slightly more meter gain.
- cr. MP now has 1 more frame of recovery and does slightly more damage.
- cr. HP now has 6 less frames of recovery, does somewhat more damage, and slightly more meter gain.
- cr. LK now has 1 less frame of startup, is active for 6 less frames and has 2 less frames of recovery, -- totalling to 8 less frames of recovery overall, does slightly less damage, and slightly more meter gain.
- cr. MK now has 3 less frames of startup, is active for 3 less frames, has 1 more frame of recovery, and -- does slightly more damage.
- cr. HK now has 1 more frame of startup, is active for 5 less frames, subsequently also having 5 less frames -- of recovery, does somewhat more damage, and slightly more meter gain. Has also been corrected to register -- as a crouching normal instead of a standing normal.
- j. LP now has 1 less frame of recovery, is active for 6 less frames and has 2 less frames of recovery, -- totalling to 8 less frames of recovery overall, and does slightly more meter gain.
- j. MP is now active by 1 less frame and has 1 less frame of recovery, totalling to 2 less frames of recovery -- overall, and does slightly more damage.
- j. HP now has 1 less frame of startup, 1 less frame of recovery, does slightly less damage, slightly more -- meter gain, and no longer does hard knockdown or have a "meteor" effect on hit on airborne opponents.
- j. LK is now active 2 less frames and has 4 less frames of recovery, totalling to 6 less frames of recovery -- overall, does slightly more damage, and slightly more meter gain.
- j. MK now has 1 more frame of startup, is active for 1 more frame, has 5 less frames of recovery, and does -- slightly more damage.
- j. HK is now less active by 3 frames, has 1 more frame of recovery, does slightly less damage, and slightly -- more meter gain.
- Now has a backward throw.
- Can no longer cancel into specials and supers out of whiffed normals.
- Removed the "crouching" and aerial" attributes from all grounded versions of Heat Vision (QCF+P, Air OK), now leaving -- them registered as just standing projectile specials instead of standing projectile supers, as well as all screen -- shake on hit.
- Removed the "crouching" and standing" attributes from the aerial version of Heat Vision (QCF+P, Air OK), now leaving -- it registered as just an aerial projectile special instead of an aerial projectile super, as well as all screen shake -- on hit.
- LP version of Heat Vision (QCF+P) now does slightly less damage and slightly less meter gain.
- HP version of Heat Vision (QCF+P) now does somewhat more meter gain and no longer uses the same anim as the -- MP version, now having its own frame data with slightly more startup and recovery.
- Input for Drill Punch has been changed to (DP+P). Now also does somewhat more meter gain and can now also be -- cancelled into out of grounded Heat Vision (QCF+P, Air OK), Freeze Breath (QCB+LP/MP) and Super Breath (QCB+HP) -- on hit. Also now has invuln to non-supers until he finishes initially burrowing underground.
- Freeze Breath (QCB+LP/MP) no longer auto-whiffs on crouching opponents, deals significantly reduced damage -- against an already frozen opponent to discourage repeatedly performing the move into itself, and is now -- correctly registered as a projectile special instead of a physical normal. Also can now hit other projectiles.
- Super Breath (QCB+HP) now does slightly less meter gain, no longer auto-whiffs on crouching opponents, can now -- also hit projectiles, can now also be cancelled into from Freeze Breath (QCB+LP/MP) on hit, and is now correctly -- registered as a projectile special instead of a physical normal.
- Downward Heat Vision (QCB+P) now does somewhat more meter gain, can also be cancelled into from the aerial version of -- Heat Vision (QCF+P, Air OK) on hit, forces get-up on hitting an opponent OTG to prevent potential infinites, and has -- had the "crouching" and standing" attributes removed, leaving it an aerial projectile special instead of an aerial -- projectile super.
- Super Tackle (QCF+K, Air OK) now does slightly less chip, somewhat more meter gain, no longer hits OTG, and both versions -- have been corrected to be registered as physical specials instead of projectile supers.
- Grounded version of Super Tackle (QCF+K, Air OK) can now also be cancelled into from all grounded versions of Heat Vision (QCF+P, Air OK), -- Freeze Breath (QCB+LP/MP), and Super Breath (QCB+HP) on hit.
- Aerial version of Super Tackle (QCF+K, Air OK) can now also be cancelled into from the aerial version of Heat Vision (QCF+P, Air OK) and -- Downward Heat Vision (QCB+P, midair) on hit.
- Super Dive (QCB+K, Air OK) now does slightly more meter gain.
- The grounded version of Super Dive (QCB+K, Air OK) can now also be cancelled into from all grounded versions of Heat Vision (QCF+P, Air OK), -- Freeze Breath (QCB+LP/MP) and Super Breath (QCB+HP) on hit.
- The aerial version of Super Dive (QCB+K, Air OK) can now also be cancelled into from the aerial version of Heat Vision (QCF+P, Air OK), -- Drill Punch (DP+P), and Downward Heat Vision (QCB+P, midair) on hit.
- Ground Breaker (QCF+PP) now does slightly less damage and can now also be cancelled into from Tsunami (QCB+KK) on contact.
- Hyper Heat Vision (QCF+PP, midair) now does noticeably less damage, can now also be cancelled into from Super Dive (QCB+K, Air OK) on contact, -- and has had the "crouching" and standing" attributes removed, leaving it as an aerial projectile super.
- Tsunami (QCB+KK) now does noticeably less damage and is now correctly registered as a super instead of a special.
- Punch To The Heavens (QCF+PK) now does severely less damage, is now also confirmable into from Ground Breaker (QCF+PP) and Tsunami (QCB+KK) on -- contact, and has also been somewhat reworked from being an unblockable hit at all times to being a command grab when done raw, and a blockable -- hit when confirmed into.
OTHER NOTES (CHAR ORDER COMPLETE : 26/??) Surprisingly don't have too much to say here, a lot of my train of thought while working on this character kinda got derailed by having to suddenly do the whole cast-wide check on move attribute stuff and what-not. Suppose the one big one would be that he was originally supposed to be the first character for the v1.04 patch, before that ended up becoming the not-so-small small v1.032 patch. Honest to god wish Super Tackle (QCF+K) was coded differently than it was, it's almost entirely the reason why he has no cancels out of it due to how he's technically still placed at the same location the whole time and the anim just swooces the sprite forward and then back to his starting location. Wack special. Also wack being able to very apparently feel the layers of crust this Superman was built on, his level 3 is STILL labeled as "Maximum Justice" in reference to the Amalgam super the old Kal-Elvis Superman (At least I THINK I have the right one there) had for the old Smogon "Marvel vs DC" project. ;------------------------------------------------------------------------------------ KNOWN ISSUES
- Found another instance of Gamma Spear (QCF+K, Air OK) causing the opponent to be left stuck in place, -- albeit now unhittable, although the setup needed for this seems to be far more complex, and to be entirely -- honest I've had some difficulty replicating it after the first instance of it. If anyone happens to find -- whatever seems to be cause this with any replicatable consistency so I can attempt to fix this (again), -- I would greatly appreciate it.
- Figured out the web-gauge thing disappearing for a bit thing on Spider-Man, it seems to be whenever he's -- forced into an opponent-side custom state, not much can be done there for the time being.
- Performing Emerald Swordsman (QCF+P, midair) as Hal while rubbing up against a wall seems to result -- in unintended/strange behavior, currently unsure why.
- Sometimes after quickly charging up after performing a pre-charged Kinetic Card (QCF+P), it does not -- correctly register the variable to the "charged" value, even if it will not let you charge again -- before using it, resulting in a regular version of Kinetic Card coming out instead. Not entirely -- sure why THIS happens either but working on it. Possibly MUGEN/IKEMEN variable counters not being -- able to keep up?
- Gambit seems to have some difficulty doing an air-dash out of a non-neutral air jump, not entirely sure why -- but working on figuring that out.












