Based on the latest Famicom Fighters build, here is the IKEMEN edition! Download: https://www.dropbox.com/s/3vwoy5ifo8a3bw4/Famicom%20Fighters%20%28IKEMEN%29%209-6-2018.zip?dl=0 We also have a Discord server now!: https://discord.gg/XUUWb46
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: KingPepe2010 on September 06, 2018, 10:35:40 pm
Recent update for the IKEMEN version: Download (https://www.dropbox.com/s/3vwoy5ifo8a3bw4/Famicom%20Fighters%20%28IKEMEN%29%209-6-2018.zip?dl=0)
Change list:
Spoiler, click to toggle visibilty
System ---------------------- -Hard knockdowns use a different sfx. Stages ---------------------- -New stage: Factory from Mighty Final Fight.
Characters ---------------------- -All characters now use the EXPLODsive buffering system by JustNoPoint and Jmorphman. This fixes issues with what MUGEN's default command system had. --All the charge characters (Simon, Thonolan, Dig Dug) now use SNK-like charge mechanics which in turn: ---Charging is based on input rather than the direction you're facing. (This also allows charge characters to use moves that require a back charge in bonus stages) ---Allows them to charge during hitpauses. -All characters can summon in mid-air now. Holding down while hitting Select will allow you to summon the crouch variant of the helper. -Helpers can be summoned mid-attack. This costs double the helper meter requirement however and summons that require a full bar can't be used. -All basic hopping attacks, air specials/supers and hopping specials/supers now have longer landing recovery when the player lands. (5 frames for basic attacks, 8 frames for specials and supers) -Certain air attacks work a bit differently when performed near the ground: --Air attacks that have the player float will make the player complete the action before they become grounded. --EX air specials that obey gravity (Mega Man's Shadow Blade, Ryu's Windmill Shuriken) will refund meter if they land before tossing out their projectile. (If you get hit, the meter won't be refunded) -Chip damage has been increased, going from 1/10th of the original damage to 1/4th. -All air attacks now do the same hitstun on grounded opponents. -All characters have pre-jump invinicbility. -Hitboxes have been readjusted for certain basic animations (walking, jumping, dashing, getting hit) to be more consistent. -Hitpauses have been extended a bit.
Mario: -Mario is now taller and is the same size as his original Super Mario sprites. -Now has color separation. Some of his palettes have been changed as well to change Mario's details. -Plumber's Punch and Brick Breaker use new animations. -Plumber's Punch is now +8 on hit (from +10) and 0 on block (from -2). -Brick Breaker's range is slightly nerfed (Mario doesn't slide anymore), is now -16 on block (from -15). The damage now remains the same when his arm is fully extended out and he launches airborne opponents slightly higher. -Mario's Air Raccoon Tail does not stop Mario's y-velocity on activation. During the start up, he also ignores gravity. (This also fixes an infinite) -Damage nerf on EX Raccoon Tail. (175 -> 150) -Stomp, EX Stomp and Luigi's stomp's tracking has been updated to be more accurate.y -Punch version of Flame Launch launches the fireball at a steeper, longer angle. -Damage nerf on Hammer Wreck. (375 -> 315) -Damage nerf on Multistomp (Stomp + Multistomps' additional hits: 439 -> 352)
Urban Champion: -Urban Champion is now a bit taller and his hitboxes have been altered to match this. -Sprites have been color-seperated now. --Urban Champion now has a new palette set, involving more of Nintendo's earlier first party titles. -A bunch of animations have been updated to look better. -Readjusted Urban Champion's jump speeds. -Standing Strong Kick now has Urban Champion take another step forward. (This was due to a painful animation error in the original animation) -Crouching Light Kick and Crouching Strong Kick now have more range. -Jumping Strong Punch has been changed; Urban Champion now does a reaching punch that hits pretty far. Damage is weaker than Jumping Strong Kick and it does not shove the opponent into the ground. -New Command Basic: Sky Launch. This is basically Urban Champion's old Jumping Strong Punch. In the juggle system, it is now considered a medium attack. (It can't juggle after four juggle points instead of five now.) -Kick Version of Quick Dash now has upper and mid-body invincibility. -All versions of Rising Upper have had their damage nerfed. (150 -> 120, 180 -> 150) -Counter Attack now has two variations and an EX version. Punch version has a faster startup but the invinicbility only lasts during the back step. Kick version is the same but with more damage. EX version is slightly longer than the kick version but causes a wall bounce on hit. -Spin Punch and Dodge now use new commands (Back + Punch, Back + Kick) but the input window during Counter Attack has been reverted. -Dodge's range has been fixed and the damage has been buffed. (90 -> 120) -Triple Rise's damage has been nerfed. (380 -> 320) -Flowerpot now has proper block stun and its arc changes based on the opponent's own height. -Scapegoat has gained more active frames and dropped some recovery frames. -Fixed a bug that prevented the fish from popping up if Urban Champion had to back dash during Sewer Brawl. --Balloon Fighter's Flipper has been reworked; it's now blockable but on hit, it flings the opponent forwards. After throwing, Balloon Fighter will attempt to fly away as fast as he can. -Fixed a bug where Balloon Fighter would set your helper meter to zero when he tossed the flipper. --Fixed an issue where Bubbles' stun wave and Balloon Fighter's attacks in general were not counting towards the juggle counter.
Star Man: -Standing and Jumping hitbox corrected. -Standing Light Punch startup increased (3F -> 4F), active frames increased (2F -> 3F), recovery increased (4F -> 6F). Now +4 on hit/-2 on block (formerly +7 on hit/+1 on block). -Standing Light Kick startup increased (4F -> 5F), recovery decreased (9F -> 7F). Now +7 on hit/2 on block (formerly +3 on hit/-2 on block). -Crouching Light Punch's range was increased, active frames decreased (4F -> 3F), recovery increased (3F -> 5F), now +6 on hit/0 on block (+5 on hit/1 on block) -Crouching Strong Punch's range was increased, hitbox was lowered, recovery increased (13F -> 16F), now +1 on hit/-5 on block (formerly +3 on hit/-3 on block) -Crouching Light Kick's range was increased -Crouching Strong Kick's recovery was increased (6F -> 8F), opponent falls faster after being knocked down. -All air attacks do the same hitstun to grounded opponents as Jumping Light Punch. -Jumping Light Punch was retooled completely, making a far, light jump-in. It also lost the ability to chain into Jumping Strong Punch. -Jumping Strong Punch range was increased for both parts, the hitbox for both parts were lowered and the active frames were decreased (8F -> 5F). -Jumping Light Kick hitbox was changed so the collision covers his whole knees. -Body Splash's hitbox was increased from behind but decreased from the front. -If guard attack doesn't hit or Star Man's Flying Cross Chop misses, Star Man puts himself into a hard knockdown. -Knee Launch changed dramatically: reduced startup (6F -> 2F), upper body invincibility during the first six frames, travels less horizontally, now has landing recovery of 12 frames, and can be cancelled into Meteor Crash. -Knee Landing startup startup increased (16F -> 22F) but travels a bit farther and can cross-up. -Sommersault Kick range increased, separates the opponent farther and does less damage. -Shooting Slam falls faster now. -EX Shooting Slam shoots Star Man higher up and travels less distance. -Nova Whip's startup was decreased (8F -> 6F), throw range was nerfed. -Orbital Swing range buffed. -Meteor Crash's hitbox improved and Star Man dives faster. Damage when hitting the opponent OTG is nerfed. (Instead of the default 250, now it's 150) -Comet Tackle's damage was buffed. (270 total -> 300 total) -The Amazon now hops to Star Man's spot during Outlaw Choke and the opponent becomes hittable after the hold ends. Damage was nerfed (180 -> 150)/ -The Amazon's Piranha Bite has The Amazon waiting off-screen for a few seconds (although this wait is dropped if summoned mid-attack), then falling down in front of where Star Man set up the summon. Damage was nerfed (150 -> 120) and he puts the opponent in an invulnerable knockdown. -Baseball Player's baseball bat swing's hitbox was extended further from behind. Also when he comes out, there's a bit of waiting time (12 frames) before he's ready to swing.
Mega Man: -Air Metal Blade and Shadow Blade have a longer startup (9F to 12F) and decreased knockback. Air Metal Blade also has less hitstun. -Level 3 has been changed a bit to look better and was recoded to prevent Mega Man or the opponent getting stuck in certain conditions.
Simon: -Holy River damage has been buffed. (230 to 270). Fixed an issue where Holy Flame could potentially hit more than once. -Medusa's Warth changes: --Medusas come out and travel much faster. --Airborne opponents get knocked slightly higher. --Unaffected by damage dampener and juggle counter. --Simon regains access to all of his moves as soon as the last one is out. (Instead of waiting for all of them to disappear)
Bomberman: -Recovery increased on Crouching Strong Punch by 5 frames. (14F -> 22F, -8 on block to -16)
Dig Dug: -Hard Hammer (Air Strong Punch) can now be performed by holding back and pressing Punch as well. The opponent also doesn't move as far if they get hit airborne. -EX Earth Smasher has been changed a bit. -Fygar now hops in for his standing summon. -Mappy now jumps in for both summons. -Mappy's Trampoline is now guaradble if it makes contact while you're blocking.
Thonolan: -Jump hitbox corrected. -Back Dash makes Thonolan preform a higher jump and thus, recover longer. -Frame advantages were increased on hit for light attacks, opening up some links between light attacks while making pre-existing links easier. -Axe Kick, Standing Strong Kick and Jumping Light Kick had their animations updated while also increasing their range. -Standing Strong Kick starts up one frame quicker and drops the animation frame where his foot was out before the attack becomes active. The active frames also increased. (2F -> 4F) -The second hit of Front Double Kick can be super cancelled. (Note: Since it's airborne, it can only cancel into Lightning Leg) -Crouching Light Punch's startup has been decreased by 2 frames (8F ->6F) and has less pushback. -Crouching Light Kick's recovery has been decreased by 2 frames (7F -> 5F, now +1 on block) but its startup has been increased. (3F -> 4F) -Crouching Strong Punch's pushback was increased. -Jumping Strong Punch has more active frames (2F -> 4F), the last two active frames has a different hitbox that hits lower. -Jumping Light Kick hitbox was extended downwards. -Jumping Strong Kick's range was increased a bit. -Punch version of Rising Flip has Thonolan doing a single flip kick while rising off the ground. -Blazing Flips has been changed a bit visually, the final kick also has a better hitbox to not whiff with. -Sky High Kick has all-around invinicbility during the first 12 frames. -Rat Knight jumps towards Thonolan's position before marching forwards. -Rat Knight's stab does not knock down anymore, making it useable for when he's summoned in the middle of attacks. -Bub's bubble's startup was decreased by 24 frames. (56F to 32F) -Bub's rainbow disappears after hitting once and puts the opponent in an invulnerable knockdown. -NOVA's boomerang doesn't knock down but hits once on the way forwards and again on the way back. -NOVA's grenade will shorten its distance based on how close NOVA is close to the corner. -NOVA's grenade lost 52 active frames (64 -> 12) and the hitbox is not only smaller, but it grows from the intial explosion. (The final size is still much smaller than the original hitbox)
Ryu: -Rygar's crossbow now flings the opponent lower.
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: TheFclass97 on September 06, 2018, 11:20:19 pm
Damn, that's a pretty large update. I've been meaning to mess with this game for some time anyways, awesome job fam.
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: R565 on September 07, 2018, 12:44:26 am
Damn, that's a pretty large update. I've been meaning to mess with this game for some time anyways, awesome job fam.
You really should Fclass, it truly feels like something that would release at the time.
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: KingPepe2010 on September 16, 2018, 05:17:02 am
Update for the IKEMEN version: https://www.dropbox.com/s/q81xs4bowvevsx9/Famicom%20Fighters%20%28IKEMEN%29%20-%209-15-2018.zip?dl=0
Change list:
Spoiler, click to toggle visibilty
System ---------------------- -Switched over to IKEMEN Plus although most of the additional offline modes have been disabled. (I eventually plan on combining the MUGEN and IKEMEN versions into one package, hence why.)
Characters ---------------------- Urban Champion: -Fixed a bug where Urban Champion could cause the opponent to die twice if he defeated them with EX Counter Attack. -He got his name back.
Samus: -Fixed an issue where Mine Lay was on the wrong button.
Star Man: -Fixed Star Man attempting to pin air if a helper defeats the opponent -Fixed hitsparks involving Amazon's Outlaw Choke with Samus and Mega Man. -Fixed an issue where Star Man can go into his followups during Rocket Run if he made contact.
Mega Man: -Fixed Charge Kick's move variants being set to the wrong buttons.
Thonolan: -Fixed an issue with Butterfly Kick where it would come out during any down motion and not specifically down-back.
Dig Dug: -Fixed a bug where Earth Shatter's ranges weren't applied correctly.
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: Neafong on October 12, 2018, 02:26:27 pm
Thanks for sharing. Your game is excellent.
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: KingPepe2010 on October 25, 2019, 07:29:11 pm
Update (10-26-2019):
Link: http://mcjimmy.net/famicomfighters.html (Both M.U.G.E.N and I.K.E.M.E.N versions have been combined into one build)
Change list:
Spoiler, click to toggle visibilty
System ---------------------- -The pause menu has been updated to fix several glitches involving transitions. -Helper bars have been changed visually. The helper meter bar now relies on "stacks" that get added when the bar gets filled up all the way.
Stages ---------------------- -New stages have been added: --Kid Niki: Stone Wizard's Temple --Yie Ar Kung Fu: Dojo --Journey to Silius: Colony -Simon's and Samus's stages have received new tracks. -The camerman in Star Man's stage now follows around both players. -Bomberman's stage doesn't scroll vertically anymore. -Ryu's stage and the Joy Mech Fight training stage have been extended vertically. While this isn't noticeable in FCF, this prevents some graphical glitches with the stages when used outside of M.U.G.E.N.
Bonus Stages ---------------------- -New bonus stage: Kung-Fu Fighting --Attack or evade as many of the projectiles you can without getting hit yourself!
Characters ---------------------- -Level 1 supers and helpers will have no effect on the juggle system. Exceptions include command grabs, reversals, activation-specific supers. -Projectiles were recoded to fix command issues (ex: not being able to throw out a projectile when the opponent was laying down). --Special projectile attacks will now only cancel into supers if the projectile makes contact. -Helpers were recoded to prevent the move counter from dropping. -Helper bars that required half of the bar to be summoned had their meter requirements increased. Going by the old bar, they would now require 2/3rds of the bar. -When summoning a helper mid-attack, instead of requiring double the meter amount, it only requires an additional stack.
Mario: -Ex Raccoon Tail recovery was increased (18 -> 30, -1 on block -> -9) now -Flame Launch does two hits, total damage slightly nerfed (130 to 135) -Luigi's fireball does two hits, due to calculations the chip damage has been slightly nerfed (25 to 24) -Air Light Punch has a new animation, slightly more range (in both directions), startup increase (3F to 4F) and is active longer (4F to 9F) -Stomp landing frames decreased. (8F -> 7F) -Flame Launch's knockback was nerfed, not launching the opponent as high. -Air Super Fire landing frames increased. (5F -> 13F) -Hammer Wreck now only activates if the 4th swing hits, not any of the previous hits. -Luigi now takes 3 hits -Luigi's jump is blockable but causes the opponent to ground bounce -When the opponent bounces off the wall from Kirby's inhale, they travel slightly less forward -Kirby's Stone is replaced with Freeze -Link stops a bit earlier during his stand summon -Link now hops in to throw the boomerang and he throws it farther. However, the boomerang doesn't keep the opponent grounded and if Link gets interrupted while the boomerang is still out, the boomerang will disappear and the opponent gets thrown forwards.
Urban Champion: -Rising Uppercut has more ending lag. (5F -> 8F) -The final uppercut on Triple Rise was reworked; it knocks down on the initial hit, Urban Champ himself doesn't move as far as he does and he has a lot more ending lag. (4F -> 13F)
Samus: -Now color separated, palettes have been updated as well -New animations: Standing Strong Punch, Jumping Strong Kick -New Basic attacks: --Low Hook - An overhead that allows for links. --Blast Upper - Basic launcher, can act as a close anti-air -Stand Light Punch's startup is increased by 1F. (4F -> 5F), range increased. -Standing Strong Punch uses a new animation. -High Cannon has a new animation, active frames increased by 2F (3F -> 5F) more recovery (15F -> 19F), more frame disadvantage on block (-05 -> -07) -Standing Strong Kick is reworked, more range, travels farther, 1F startup increase (9F -> 10F), more recovery (13F -> 24F) (-7 -> -10 on block), not cancellable -Crouching Light Punch's startup is increased by 1F (3F -> 4F), range increased. -Jumping Light Punch's range is increased. -Knockback on Jumping Strong Punch is decreased. -Samus retains a bit of momentum after Knee Smash. -Instead of Freeze Beam in general only freezing once in a combo, now each variant can only freeze once. This means it's possible to freeze an enemy up to three times. -Screw Attack hitbox increased. -Cannon Smash has been replaced with a completely new (but functionally similar) attack: Shoulder Shot. Samus lets out a blast from her cannon that propells her forward. Unlike Cannon Smash, the hurtbox is active while she charges forward. It's only safe if done at the correct range. --EX version: Travels farther, does more damage and has a single hit of super armor. -New special: Rolling Bomb. Samus throws out a bomb at a specific distance. The bomb itselfwon't make contact until it explodes --EX version: The bomb is launched close to Samus but there's a delay before it explodes. -Wave Beam has more recovery. (23 -> 34, landing recovery: 7 -> 13) -New super attack: Screw Rush. Samus performs two Screw Attacks, a hopping one and then a horizontal one. The hopping one has some projectile invincibility in the beginning. -Kraid now hops into the battle instead of running in. -Damage on Kraid's spikes have been decreased. (50 -> 30) -Pit now hops into battle for the standing summon. -Fixed an issue where Pit's arrow would get stuck at the end of the stage. -Damage on Pit's arrow has been decreased. (255 -> 90) -Pit's crouch summon has him higher in the air and doesn't utilize the hammer anymore; instead going for a shield bash when he gets within certain range. -Takamaru's Sword attack knocks the opponent up a bit higher. -Varia Suit has been turned into a normal palette with no additional attributes. The special intro has also been disabled.
Star Man: -Fixed an oversight that could let Star Man autocorrect his aerial EX Shooting Slam. -Both versions of Shooting Slam will force him to be considered standing if he uses it while he was crouching.
Simon: -Jumping Strong Kick has less pushback. -Whip Swing now has two different variants: --Punch version comes out faster (15F -> 13F), does weaker damage, and only hits mid. --Kick version has the original startup, longer recovery, does more damage (although its damage is nerfed from the original Whip), has a bit more range and can hit lower. -Whip Swing can also be performed in the air, the punch version being a whip in the air whilethe kick version has Simon pull out the whip and swinging it on landing. -Flame Whip's damage has been nerfed (150 -> 120) but is now super cancellable. -Flame Whip can now be performed in the air. -Holy Water's damage spreads out much faster and has had its hitbox increased vertically. -New super: Axestorm -Spawn of Death has been completely reworked: Simon throws a scythe that on contact will summonDeath. The scythes themselves home in on the opponent and have no effect on the juggle limit or abide by it but they can be destroyed (only to respawn). Simon himself can also use his meterlessspecials and helpers while the super is going on. -Red Skeleton requires 1/3rd of the helper bar to summon and revive instead of a full helperbar. He also rises faster from the initial summon and the player can follow up after he takes a bite. -Fuuma's Standing Summon has Fuuma jumping out first before jumping towards the opponent (whichin turn, makes his damage more consistent). Fuuma can also destroy projectiles while spinning.However, the overall damage of the summon has been nerfed. -Fumma's Crouch Summon how has him tossing out a Hexplosive, which blows up and separates intobullets on contact or after a certain amount on time. On hit with an opponent, it'll launch theminto the air.
Dig Dug: -Super Driller: --The final hit's velocities have changed: the multi-hit part moves the opponent less and for the final hit, on grounded opponents it launches them into the air but on aired opponents, it knocks them away with not much vertical knockback. --Dig Dug moves on the second frame instead of the first frame. (Which stops that weird moment where he shifts himself during the super pause) --Fixed the bug where the final hit was registered as a normal attack. -Jackhammer Dive: --Startup frames decreased (5F -> 3F) --The hurtbox was extended down a bit. --Invinicibility frames were decreased (9F -> 4F)
Ryu -Fire Wheel's damage has been nerfed (210 -> 165)
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: KingPepe2010 on November 13, 2019, 10:37:14 pm
Small update mainly to fix a number of bugs: http://mcjimmy.net/famicomfighters.html
Change list:
Spoiler, click to toggle visibilty
System ---------------------- -Restored font for the continue screen. -Menu music should now loop properly in M.U.G.E.N version. -FINALLY made the menu cursor use the correct red color.
Characters ---------------------- -Fixed the helper health bar displaying incorrectly if the helper has taken a hit.
Mario: -(Undocumented, earlier fix): Fixed an issue where a whiffed Super Fire would prevent him from throwing any more projectiles. -(Undocumented, earlier update): Pause menu mentions about Multistomp requiring a Stomp to connect. -Fixed an issue where Stomp on block may cause him to rebound weirdly. -Altered hurtboxes on Stomp a bit so it could hit Mega Man while he's crouching.
Urban Champion: -Fixed an issue where the chirping sound during his dizzy plays on the continue screen.
Simon: -(Undocumented, earlier fix): Fixed an issue where Simon couldn't pause.
Dig Dug: -Fixed EX Hook Toss glitching out when used on an opponent who was hit by Jumping Strong Punch -Fixed Mappy's trampoline doing god knows what the heck happened. -Extended Dig Dug's pre-jump frames to 5, making Rock Drop and Earthquake easier to perform.
Bomberman: -Self-Destruct now requires Bomberman to have more than 1/10th of his health in order to perform. -Fixed an issue where Lode Runner can be summoned below meter requirements in the air. -Fixed Black Bomberman repeatedly hitting the opponent on guard.
Title: Re: Famicom Fighters: IKEMEN Edition
Post by: KingPepe2010 on October 15, 2020, 08:11:48 pm
Stages ---------------------- -Mario's stage now uses a new track: Super Mario Warrior by MC Jimmy!
Characters ---------------------- -The buttons for punching and kicking were reversed: A and B now align with the 6-button control scheme. --This also means the default palette is now set to A. -Damage dampener was updated: each attack now scales the player's damage by a certain amount rather than relying on the number of hits. -Attack priority was reworked on all characters and they now rely on hitboxes rather than MUGEN's own priority system. -Mid-position hit sprites were readjusted. -Attacks that cause burn/shocks now don't force the opponent to restand. -All characters now have unique frozen sprites. -Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name. -Certain alternate palettes will use a different victory fanfare from the character's default one. -All characters that had color separation (Mario, Urban Champion, Samus, Simon, Thonolan) have their color separation palettes updated. This was mainly to separate colors for helpers and other objects from the character. --Mario and Simon had their palettes revamped. --Mario's hands are now color separated. -Several characters (Mario, Urban Champion, Star Man, Bomberman, Ryu, Thonolan) have had their horizontal velocities increased for their forwards/backwards jumps.
Mario: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Raccoon Tail (Light, Strong, Air) -High Kick startup decreased by 2 frames. (8F -> 6F) -Standing Hit, Crouching Hit and Popped sprites were redone. -Crouching hitbox was slightly increased height-wise. -Crouching Light Kick startup was increased by 1 frame. (4F -> 5F) -Most of Mario's alt palettes how use alternate victory music based on palette's origins.
Urban Champion: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, Low Smash, Face Breaker, Gut Punch, Guard Attack, Quick Dash -> all punches, Fistul Fury, Slide Punch, Fist Fury, Sewer Brawl -Standing Strong Punch startup increased by 2f (6F -> 8F) -Active frames of Low Punch use a consistent hitbox -Standing Light Kick startup increased by 1 frame (4F -> 5F) -Air Strong Punch active frames decreased by 2 (6F -> 4F)
Samus: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, High Cannon, Low Hook
Star Man: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Air Strong Kick -EX Nova Whip will now grab opponents that are hit and it can be used in the same combo with another regular Nova Whip without the opponent breaking out.
Mega Man: -These following attacks have had their range increased: --Standing Light Punch, Crouching Light Punch, Crouching Strong Kick, Air Light Punch
Simon: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Crouching Light Punch, Crouching Strong Punch, Air Strong Punch -Back Dash is now slower.
Thonolan: -These following attacks have had their range increased: --Standing Strong Kick, Crouching Strong Kick, Air Light Kick, Air Strong Kick -Thonolan's Standing Light Punch active frames increased by 3F (2 -> 5) -Much of Thonolan's mobility has been adjusted, with a slightly shorter jump and faster walkspeeds.
Bomberman: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Strong Kick, Crouching Light Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick -Air Light Kick can now crossup.
Dig Dug (hold onto your pants): -Walk speed decreased slightly -Both dashes are slower. -Basics in general have much more range (only exception is Jumping Light Kick). Priority has been overhauled (which will apply to all characters later on.) --Stand Light Punch: ---Recovery increased by 3F. (6 -> 9) ---Frame adv. changed: 3F (on hit)/1F (on block) (Originally 4F/-2F) --Stand Strong Punch: ---Startup increased by 2F (5F -> 7F). (Granted this doesn't make much of a difference for a chain-only move) ---Recovery increased by 5F (16F -> 21F) ---Frame adv. changed: from 1F/-5F to -2F/-4F --Rocky Fist (Forward + Punch): ---Startup increased by 5F. (13 -> 17) ---Frame adv. changed; from 10F/-8F to 6F/0F ---Dig Dug doesn't slide as far performing the move. (Despite this, the newer Rocky Fist still has slightly more range than the current one) --Toss Up: ---Startup increased by 1. (1 -> 2) ---Recovery increased by 7 (20-> 27) ---Frame disadvantage on block decreased by 1 frame (11 -> 10) ---Damage removed from initial throw but if the opponent is not hit, they take a bit of fall damage upon landing. --Stand Light Kick: ---Recovery increased by 1F. (13 -> 14) ---Frame advantage changed; from 10F/2F to 5F/2F. --Stand Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (7 -> 5) ---Recovery increased by 4F. (19 -> 23) ---Move now knocks down regardless of what state the opponent is in. On the ground, it as a mini-launcher. ---Frame adv. on block mainly increased; from -12F to -10F --Step Kick: ---Dig Dug steps forward a bit further. ---Startup increased by 7F. (6 -> 13). ---Frame advantage changed; from 2F/-2F to 1F/-1F. --Crouch Light Punch: ---Active frames increased by 1F. (3 -> 4) ---Recovery frames increased by 2F. (9 -> 11) ---Frame advantage on hit decreased by 1F. (4 -> 3) --Crouching Strong Punch: ---Drops the head hitbox starting the later startup frames, active frames and the earlier recovery frames. This allows Dig Dug to go under mid-projectiles and certain attacks. ---Is now only super-cancellable. ---Frame advantage mainly increased; from -7F/-10F to -1F/-4F. --Crouching Light Kick: ---Startup decreased by 1F. (5 -> 4) ---Active frames increased by 2F.(3 -> 5) ---Recovery frame decreased by 2F. (12 -> 10) --Crouching Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (5 -> 3) ---Recovery increased by 1F. (19 -> 20) ---Frame disadvantage decreased by 1F. (8 -> 7) --Jump Light Punch: ---Active frames increased by 16F. (2 -> 18) --Jump Strong Punch: ---Startup decreased by 2F. (12 -> 10) ---Active frames increased by 1F. (3 -> 4) --Jump Light Kick: ---Active frames decreased by 6F. (14 -> 8) ---The range on this actually decreased both downwards and to the right. However, he hits a bit deeper behind and directly under him. --Jumping Strong Kick: ---Startup decreased by 1F. (6 to 5) ---Active frames decreased by 1F. (6 to 5) ---Dig Dug goes back to his jumping sprite rather than leave his legs out. -Hook Toss now has a light version with less range and damage but comes out way faster. -Earth Smasher now has a strong version with less range but more damage. -Drill-In's motion was readjusted and the damage was nerfed. -Earthquake now doesn't put Dig Dug in the center. -Super Driller's damage was nerfed but now causes the opponent to be launched up.
Ryu: -These following attacks have had their range increased: --Standing Strong Punch, Crouching Strong Punch