Fraymakers
SSF2 Donkey Kong
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Ενημέρωση: 27 Ιαν 2024 στις 19:52
από Fella

1.12.2 "Sorry Forgot More Stuff 😒"
[-] Grab range decreased
[?] Up Special's multihit angle changed (115 -> 65)
[?] Aerial Up Special now decelerates near its end; goes 1 pixel higher than before
[?] Ledge Attack can now slide of ledges; this is a thing in SSF2 I thought I included awhile ago
[?] After-Images now follow sprite rotation
[?] Removed a costume, added five costumes, costume adjustments

Ενημέρωση: 21 Ιαν 2024 στις 13:08
από Fella

1.12.1 "Forgot the Community Stuff"
[?] Added G&W Ball and Miiverse Posts

Ενημέρωση: 20 Ιαν 2024 στις 17:22
από Fella

1.12 "CPU and Bury Goodie"
[+] Side Special now (mostly) buries on cross-up
[+] Now uses Gaming's improved CPU template with adjustments

Ενημέρωση: 9 Ιαν 2024 στις 16:18
από Fella

V1.11
[+] Dash Attack speed duration increased (3F -> 4F)
[+] Forward Air startup decreased (27F -> 23F; 💅)
[-] Dash Attack speed reduced (14 -> 12)
[-] Neutral air now has a 15 frame cooldown; stops non-landing nair chains while keeping proper strings
[?] Side Special now can bury opponents in shield_out

Ενημέρωση: 31 Δεκ 2023 στις 22:38
από Fella

V1.1 "New Year's Cool Stuff"
[-] Neutral Air landing lag increased (9F -> 12F)
[-] Neutral Air autocancel window decreased (F32 -> F33)
[?] Neutral Air Sweetspot KBG increased (55 -> 60)
[?] Spikes now play a meteor sound after certain percents (60% for FAir and DAir, 150% for Side-B)
[?] Neutral Special now plays a funny sound when hitting full charge sweetspot above 150%
[?] Dash Attack now has after images when rolling off a ledge, these after images get extended when jump-canceling.

Ενημέρωση: 28 Δεκ 2023 στις 22:59
από Fella

V1.09 "Polish Patch"
[+] Jab 1 shield stun increased (x1 -> x5; can no longer be punished out of shield between jabs)
[+] Forward Tilt active frames increased (3 -> 5; F9 -> F7; this new early hitbox is very small, and slightly stronger than normal)
[+] Up Tilt active frames increased (4 -> 5; DK's hand landing now has a small hitbox for one frame)
[+] Aerials now have autocancel
[+] Up Special's initial hit active frames increased (2 -> 4)
[?] Neutral Special's charge no longer gets interrupted on landing
[?] Hurtbox, Animation, VFX improvements

Ενημέρωση: 15 Δεκ 2023 στις 22:19
από Fella

V1.08 "Probably Fine"
[+] Down Tilt active frames increased (3 -> 6)
[+] Down Tilt endlag decreased (17F -> 15F)
[+] Forward Strong active frames increased (3 -> 4)
[+] Down Strong range increased
[+] Forward Air endlag decreased (22F -> 20F)
[+] Forward Air sourspot range increased
[+] Back Air sourspot range increased
[+] Up Air endlag decreased (26F -> 24F)
[+] Up Air active frames increased (3 -> 6)
[+] Down Air landing lag decreased (20F -> 18F)
[+] Aerial Up Special launcher range increased
[+] Down Special active frames increased (4 -> 6)
[?] Down Special Range adjusted
[?] Hurtbox refinements
[?] Animation adjustments
[?] VFX tweaks
[?] Added the rest of the Classic Alts (Red, Green, Yellow, Purple, Pink)
[?] Added SSF2's KO explosion sfx

Ενημέρωση: 6 Δεκ 2023 στις 22:43
από Fella

V1.07
[+] FTilt BKB increased (50 -> 60)
[+] Up Strong range increased
[+] Neutral Special sweetspot BKB increased (30 -> 35)
[+] Neutral Special sweetspot KBG increased (45 -> 46)
[+] Aerial Up Special goes 20% higher
[-] FTilt KBG decreased (75 -> 70)
[-] Ledge attack's speed is now halved on shield hit
[?] Nautral Special sweetspot angle changed (45 -> 40)
[?] Added landing sound on DAir
[?] Hurtbox refinements
[?] Animation Adjustments
[?] Slight AI Tweaks

Ενημέρωση: 3 Δεκ 2023 στις 13:46
από Fella

V1.06
[+] Down Special range increased
[-] UTilt endlag increased (20F -> 22F)
[?] Side Special startup decreased (16F -> 14F); Less air stall
[?] Hurtbox refinements
[?] Animation Adjustments

Ενημέρωση: 13 Νοε 2023 στις 0:01
από Fella

V1.05
[+] Up Special's initial hit is now on both arms
[+] Up Special's initial hit range increased
[-] Getup attack active frames reduced (9F -> 6F)
[-] Weight reduced (125 -> 114)
[-] Side Special can no longer bury crashed opponents, and no longer puts shielding opponents in extended shield stun
[?] Future proofed VFX
[?] VFX adjustments
[?] Hurtbox refinements