The Beowulf patch has been submitted for consoles!
That's why this is no longer the RoboBetawulf Patch Notes, since Beowulf is done. So keep your ears peeled for more updates as soon as we know 'em.
Announcements:
- Today at 10PM EST will be a special edition of Saturday Night Salt, on
http://www.twitch.tv/eightysixed to benefit sending Brazilian players to
Combo Breaker 2015!. Special t-shirts by Brazilian artists will be on sale for one week only, with proceeds going to the cause!
-Today from approximately 2PM PST until stupid-late will be a fully voiced Chrono Trigger playthrough on http://www.twitch.tv/labzero as part of Shin AT-Proof's farewell festivities. Come join us for the misery! :^)
RoboFortune
- More clean frames! Superjump, dash effects, normals, lasers, etc.
- Added air beams. L 45 degrees downward 1 hit, M horizontal 1 hit, H horizontal multi-hit. Can combo after the air H beam in the corner. Limited to one beam per jump, no matter the strength.
No, MMDS, double-jumping doesn't give her an extra beam use.
- Recovery of L beam decreased, hitstun increased on L/M, ground beams are not punishable on hit by Argus anymore.
- L/M beams hit up close for 1f, then are fullscreen immediately after that, rather than expanding slowly. This is more of my intended behavior.
- L/M beams push back farther on hit vs air.
- Damage of H beam lowered a teensy bit, recovery increased. You can now pushblock in the middle of H beams.
- j.HP effect now dissipates when it hits the floor. It is always active for at least 3f.
- Ground throw is now special/super cancellable as soon as the beam disappears, thanks MMDS!
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