Slap City 0.8.9p1

24 September 2018

General
-Added option for lower intensity stage backgrounds
-Slightly extended ledgegrab hitbox behind character to make it easier to grab ledges at 90 degree walls
-Fixed issue where characters received different knockback angles depending on whether they were prone or not
-Fixed issue where moves could not be done on frame 1 if input buffer was 1
-Fixed issue where no effect or hitlag happened when both players' attacks broke through each other
-Added two new clang effects: a yellow for when one player breaks though the other's attack, and a cyan for when both players break through each other's attacks
-Updated some text in the Gallery

Online
-Added spectator mode. Pick a match and wait for the next game to start. Once it starts, use the control stick to pick emotes.

Stages
-Disabled movement inheritance on the tiny platform on Space Planet Earth
-Made the tiny platform on Space Planet Earth more noticeable
-Removed mipmaps from Space Planet Earth particle effects
-When stage backgrounds are set to lower intensity, Space Planet Earth only displays a slower version of its hyperspace sequence in the background

Ittle Dew
-Fixed issue where bomb lost almost all velocity when hit while sitting still on the ground
-Changed Utilt active frames from 8-10 to 7-10
-Changed Dstrong selflag from 0.5 to 1.0
-Changed Nair DI from 1.2 to 1.0
-Changed second and third hit of Nair clang priority bonus from 10 to 0
-The top hitbox of Ittle's finisher no longer interacts and causes clangs

Masked Ruby
-Turned off visual mesh smearing on Uspecial and Dspecial
-Tweaked airdodge animation so it transitions into tumble instead of fall
-Changed Jab damage from 4 to 5
-Changed Jab knockback gain from 1.8 to 1.65 (to compensate for the damage change)
-Ruby's light aerials can now cancel into any special on hit, but not on block (This is experimental and may be too powerful!)
-Added a slight screenshake when Ruby connects with aerial Dspecial sword tip

Jenny Fox
-Turned off visual mesh smearing on Uspecial
-Tweaked airdodge animation so it transitions into tumble instead of fall

Ultra Fishbunjin 3000
-Turned off visual mesh smearing on Uspecial
-Tweaked airdodge animation so it transitions into tumble instead of fall
-Changed first and second hit of Dstrong hitstun on airborne opponents from 0.7 to 0.6
-Changed first and second hit of Dstrong hitstun on grounded opponents from 0.7 to 1.0
-Changed Nspecial hitstun from 0.8 to 1.0
-Dthrow now only travels forward if the grabbed opponent has 50 damage or more
-Changed aerial Dspecial hitstop and selfstop from 1.5 to 2.0
-Added a slight screenshake when Fishbunjin connects with aerial Dspecial and Finisher

Princess Remedy
-Changed Uthrow weight independent knockback from 120 to 150
-Changed Uthrow hitstun from 1.05 to 1.15 (to compensate for the knockback change)
-Uair now checks if the player is holding Clutch on the frame the hitbox comes out to determine if it will send opponents upwards or downwards, rather than checking whether Clutch is held at the start of the move

Goddess of Explosions
-Turned off visual mesh smearing on Fstrong, Uspecial, Uthrow, Tauntthrow
-Tweaked airdodge animation so it transitions into tumble instead of fall

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Explanations
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Ittle Dew:
Ittle's Nair now has less clanging priority a short while into the move, so it doesn't beat out other moves as easily. The hitbox on Ittle's Utilt now comes out one frame sooner, as it sometimes missed short characters when it looked like it shouldn't. Finally the selfstop on Dstrong was increased, which means that Ittle herself will be stuck in hitstop together with the opponent a little longer.

Masked Ruby:
Ruby's light aerials can now cancel into any special on hit, but not on block. This is experimental and may be too powerful! His Jab got a damage increase from 4 to 5 but the knockback stays roughly the same.

Ultra Fishbunjin 3000:
Fishbunjin regained the longer hitstun on his Nspecial (sorry about that in the last patch). However, his Dthrow will now only travel forwards and off ledges if the grabbed opponent has 50 damage or more. This is due to the complaints about Fishbunjin being able to do a single move into Dthrow on the edge of the stage even when the opponent is at 0 damage. The first and second hits of Fishbunjin's Dstrong now only has reduced hitstun on airborne opponents, and normal hitstun on grounded opponents. The fact that Princess Remedy survives Fishbunjin's Dstrong and similar attacks so easily is because of her low gravity, which actually makes her suffer less knockback when an attack sends her downwards. This is a separate issue that we'll look into later.

Princess Remedy:
Remedy's Uthrow now throws opponents a bit higher with a bit more hitstun, which means that she has an easier time reacting to where the opponent is going instead of having to guess. The only opponent she cannot perform Uthrow > Ustrong on is another Princess Remedy. Her Uair now checks if the player is holding Clutch on the frame the hitbox comes out to determine if it will send opponents upwards or downwards, rather than checking whether Clutch is held at the start of the move. This is just to make the alternate Uair easier to perform; the move itself is unchanged.

Other changelogs:
Changelog 0.9
Changelog 0.8.10p1
Changelog 0.8.10
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