´╗┐Slap City 0.8.10

24 October 2018

General
-Parry shields no longer cause pushback on the character shielding
-Shielddropping through platforms can now be done by pressing the Special button at least 1 frame into shielding instead of 8
-Changed everyone's airdodge invulnerability frames from 1-32 to 1-24
-Added 6 frames of total length and 4 frames of invulnerability to everyone's rolls (not techrolls)
-Characters can now only grab other characters whose centerpoint is in front of their own centerpoint
-Characters now use their "grabbegin" animation correctly
-Updated the Library
-The damage display now rounds down to the nearest integer when damage is over 1, otherwise it rounds up
-Jenny's axes, Remedy's flasks and Ittle's bomb may interact a bit inconsistently with each other right now. We'll try to fix this for the next patch.

Stages
-Slightly lowered the bottom blast zone on Meadowvalley so that characters can more easily sweetspot the ledge from below
-Greatly lowered the bottom blast zone on The Castle so that characters can more easily sweetspot the ledge from below

Ittle Dew
-The "Old Ittle" color of the Default skin now has a bone instead of a heart
-Slightly increased range of the third Jab
-Changed third Jab base knockback from 60 to 80 and knockback gain from 3.0 to 3.4
-Changed third Jab DI from 1.0 to 0.4
-Changed Fstrong DI from 0.5 to 0.3
-Changed Dstrong selflag from 1.0 to 0.5
-Changed Uair first hit active frames from 6-9 to 5-9
-Increased Uair first hit hitlag from 1.0 to 1.5
-Slightly increased range of Uair second hit
-Changed Uair second hit knockback gain from 3.0 to 3.2
-Changed Bair animation length from 22 to 35 frames
-Changed Bair landing lag after the hitbox comes out from 8 to 12 frames
-Changed Bair hitlag from 1.0 to 0.7
-Changed Bair DI from 1.0 to 0.35
-Changed Fspecial bomb hurtbox size from 0.5 to 1.0, and made it rebound on all trades (meaning it's easier for opponents to hit the bomb without getting hit by it)
-Changed Fspecial bomb microstun from 16 to 12 frames
-Changed Dspecial priority bonus from 30 to 10 and made it clang on losing and tied priorities, instead of passing through any attack no matter how strong
-Changed Dspecial damage from 7-35 to 7-21
-Changed Dspecial base knockback from 50 to 80
-Changed Dspecial shieldstun from 1.0 to 0.5
-Changed Dspecial shield damage from 1.0 to 0.8
-Increased range of Grab

Masked Ruby
-Added a hitbox inside Ruby's body during Utilt
-Changed Fstrong DI from 0.6 to 0.4
-Changed Fstrong selflag from 1.0 to 1.4
-Changed Ustrong floorbrake after the charge from 25 to 100
-Changed Ustrong weak hit hitstun from 1.0 to 2.0
-Reduced Nspecial horizontal range (changed outer hitbox X offset from 3.0 to 2.6)
-Changed Nspecial damage from 5 to 4
-Changed Nspecial base knockback from 75 to 70 and knockback gain from 2.0 to 2.3 (to compensate for the damage change)
-Changed Dspecial hitstun from 1.0 to 0.85
-Changed Fthrow hitstun from 1.0 to 0.88

Jenny Fox
-Thrown axes no longer interact with other axes thrown by the same Jenny
-Increased range of Jab (changed hitbox X offset from 1.0 to 1.2)
-Dtilt can no longer be jump cancelled after hitting an opponent's shield
-Dtilt can now be jump cancelled from frame 19 instead of 21
-Dtilt can no longer Cruise (hold the Attack and Clutch buttons) after hitting an opponent's shield
-Dtilt cruising now stops when Jenny hits a wall
-Taunting while Cruising now has the Dair hitbox on frames 5-8
-Changed Dtilt total animation length from 35 to 39 frames
-Dtilt now changes its ground friction at the end of the move from 25 to 55 if it hit an opponent's shield
-Changed Dtilt hitstun from 1.0 to 0.9
-Changed Fstrong so every part of the attack uses the strong hitbox
-Ustrong can now be angled by holding left or right when the axe is thrown
-Non-burning Ustrong axes take 5 or more total damage to break
-Nspecial now deals 6 damage and noticable knockback and hitstun at close range, but 2 damage and minimal flinching at medium to long range
-Due to the above, Fishbunjin is no longer immune to the Nspecial axe knockback at close range while standing or walking
-The Fspecial axes now travel shorter horizontally and continue moving up or down after completing their arc
-Changed Fspecial total length from 60 to 50 frames
-Dspecial can now be jump canceled on hit from frame 17, but not on shield or miss
-Changed Dspecial shieldstun from 0.8 to 0.4
-Changed Dspecial priority bonus from 30 to 10 and made it clang on losing and tied priorities, instead of passing through any attack no matter how strong
-Changed Dspecial superarmor frames from 5-7 to 4-7
-Changed Dspecial active frames from 5-16 to 6-14
-Non-burning thrown axes now have a hitbox size of 0.8 instead of 1.0 and a hurtbox size of 1.2 instead of 1.0, making them easier for opponents to hit without getting hit by them
-The Finisher hitbox now lasts one frame longer when hitting the ground, so it's easier to hit opponents hanging on the ledge
-Changed Fthrow knockback gain from 2.2 to 2.1
-Changed Bthrow knockback gain from 2.2 to 2.1
-Can now hold the Taunt button while taunting to keep dancing

Ultra Fishbunjin 3000
-Ftilt no longer hits behind Fishbunjin's centerpoint
-Changed priority bonus of Ftilt from 0 to 10
-Changed priority bonus of Dtilt from 0 to 10
-Added Uair superarmor on frames 17-20
-Increased upwards range of Uair by having Fishbunjin stretch his body more
-Changed Uspecial landing lag from 30 to 25 frames
-Dthrow now has a blue flame effect when it moves forward (when the grabbed opponent has over 50 damage)
-Dthrow no longer slides off ledges after hitting the ground
-Slightly increased Grab hitboxes inside Fishbunjin's body

Princess Remedy
-Changed walkspeed from 8 to 9
-Changed runspeed from 12 to 13
-Changed Jab shieldstun from 1.0 to 0.85
-Changed Dtilt shieldstun from 1.0 to 0.7
-Changed Fspecial flask hurtbox from 0.5 to 1.0 (meaning it's easier for opponents to destroy the flask without getting hit by it)
-Changed Fspecial uncharged damage from 15 to 9
-Changed Fspecial fully charged damage from 30 to 27
-Initiating Uspecial with no "fuel" left no longer halts Remedy's momentum
-Initiating Uspecial with no "fuel" left, or running out of fuel during flight, makes a sound and a visual effect
-Uspecial can now be jump canceled
-Changed Uspecial horizontal max speed from 15 to 14
-Changed Dspecial total animation length from 28 to 45
-The Dspecial mine is now harmlessly destroyed if Remedy is hit or grabbed while placing it
-Changed Taunt damage from -5 to -15

Business Casual Man
-The Besiege Castle Man skin now uses different speech bubbles when Taunting
-Halved money gain on attacks that hit the opponent's shield
-If the control stick is not held diagonally down after performing Dtilt, holding the Clutch button will now make BC Man dash instead of continue crouchwalking
-Changed money gain on pummel from 30 to 10
-Changed money gain on Dthrow from 0 to 30
-Slightly reduced range of grab (mostly vertically)

Goddess of Explosions
-Fixed shieldrelease animation
-Changed Uair knockback gain from 2.4 to 2.8
-Changed Uair shieldstun from 0.5 to 0.7
-Changed Bair shieldstun from 0.6 to 0.8
-Changed Nspecial active frames from 21-21 to 23-23
-Nspecial now has 10 frames longer recovery if it hits an opponent's shield or misses altogether
-The Fspecial fireball now sends Ittle's Bomb away without exploding
-Slightly reduced range of Grab inside Goddess' body

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Explanations
============

Ittle Dew:
Ittle's Dspecial "the butt" no longer beats out every other move in priority and also deals less damage, since people felt it was almost required to overuse it in matches, and it was hard to counter. Her Fspecial bomb is now easier to hit with attacks without getting stunned by it, and the "ministun" it causes was also reduced. Her grab was extended since it was far shorter than everyone else's, Bair was made slower but more powerful by reducing its DI, and some of her other moves (third Jab, Fstrong, Uair) now KO a bit easier too.

Masked Ruby:
It's now easier to connect with Ustrong since Ruby stops sliding when the attack comes out. Fstrong was made a bit more powerful as a KO move by reducing its DI, but it now keeps Ruby in "selflag" (also known as selfstop) for longer when it connects with an opponent, so it doesn't become a semi-infinite combo. However his Nspecial now deals slightly less damage, and the hitstun on his Dspecial and Fthrow was slightly reduced in order to reduce their potential for semi-infinite combos.

Jenny Fox:
Jenny's axes no longer collide with other axes thrown by the same Jenny. Her Nspecial axe now deals more damage, knockback and hitstun at close range, but significantly less at medium to long range, encouraging her to use the axes up-close. Her Dtilt was made a bit more punishable; it slows down and can no longer be jump cancelled after hitting an opponent's shield. Similarly, her Dspecial can now be jump cancelled on hit a short while into the move to encourage more interesting play. Jenny's Fspecial axes will continue upwards or downwards after completing their initial arc and have a slightly shorter reach, but the move has less recovery than before. Her Ustrong can now be angled by holding left or right, and her Fstrong no longer has a "sourspot" with weaker knockback inside her body, meaning it only uses the more powerful hitbox. It's now slightly easier for opponents to hit Jenny's non-burning axes to destroy them. Her Fthrow and Bthrow was slightly nerfed, while her Finisher was fixed so it consistently hits people hanging on the ledge.

Ultra Fishbunjin 3000:
His Ftilt and Dtilt now have more priority to beat out other moves with interacting hitboxes, since they have quite a bit of endlag when trading with other moves. His Uair now has brief superarmor and reaches slightly higher than before. His Uspecial now has slightly less endlag and his Dthrow emits blue flames when it travels forward (when the opponent has 50 damage or more).

Princess Remedy:
Remedy now walks and runs slightly faster, since she wavedashed faster than she ran before anyway. However she floats slightly slower with Uspecial, and initiating Uspecial no longer slows her down when it has no "fuel" left, in order to make it harder for her to stall and fly around relatively risk-free. On the upside she can now jump out of Uspecial rather than just airdodge or perform moves. Her Dspecial now has more recovery when placing the mine, and the mine will disappear if Remedy is hit while placing it. Her Fspecial flasks are a bit easier to destroy without getting hit by them, and they less damage uncharged. Her Taunt now recovers more damage, which is useful for teamplay. Her Jab and Dtilt deal a bit less shieldstun so they're not safe on block anymore.

Business Casual Man:
He now only makes half as much money when hitting an opponent's shield with Buy moves. His grab pummel money gain was reduced since some felt it made too much money for a "move" that was countered simply by mashing buttons, but his Dthrow now makes him $30 instead.

Goddess of Explosions:
Uair and Bair now deal a bit more shieldstun, while the upwards angle of Uair is deadlier than before. The Fspecial fireball now sends Ittle's bomb flying away without the ball exploding or changing direction. Nspecial is very slightly slower with a better timed animation, but also has more endlag when hitting an opponent's shield or missing altogether, since people felt it was too spammable.


Other changelogs:
Changelog 0.8.10p1
Changelog 0.8.9p1
Changelog 0.8.9
Changelog 0.8.8
Changelog 0.8.7
Changelog 0.8.6p1
Changelog 0.8.6
Changelog 0.8.5
Changelog 0.8.4
Changelog 0.8.3
Changelog 0.8.2
Changelog 0.8.1
Changelog 0.8.0
Changelog 0.7.1p1
Changelog 0.7.1
Changelog 0.7.0p2
Changelog 0.7.0p1
Changelog 0.7.0