Been a while, hasn't it?
General
- Added Beowulf's tutorial! Help find bugs, please. (Note: He doesn't build hype with grab finishers yet, even though it says he does. He will.)
Big Band
- Made Lv5 input also easier when DHCing, not just when he is the point character. Ha ha oops.
- Fix the same math error in ceiling-check code for Tympany that was previously fixed in Painwheel's flight.
- Can now DHC off the last hit of a taunted Super Sonic Jazz.
Beowulf
- Fixed his AI after he gets tagged in.
- Updates for both versions of NWO Arena, to hopefully improve framerate.
- All Clinch attacks and finishers will now hit assists and other objects! Go full beat-em-up style!
- After death/snap, Wulf Blitzer can no longer change the incoming character's side by changing direction; all followups are considered facing the way he started.
- Pickup animation from c.MK and from taunted F+K/F+P/B+P during Wulfamania is now invincible rather than vulnerable...oops.
- Chairless s.HP startup 20f->18f.
- s.MP mic is in correct display layer when dropped. Very important! :^)
- Can no longer link after Geatish Trepak.
Double
- Fixed meter gain on Avery in j.HK to conform to the real SG rules, rather than act as 2 more H's.
Eliza
- Nekhbet Breaker now moves forward while offscreen and drops the enemy slightly more in front of Eliza; should prevent most ambiguous corner crossups afterward if the enemy began close to the corner.
- Default 2nd assist Butcher's Blade -> Osiris Spiral H.
- Dive of Horus blockstop -3f.
Painwheel
- Last hit of j.HP is properly overhead instead of mid if no other hits have made contact. Thanks someone I forget.
Peacock
- j.MK returned to a mid hit instead of overhead. Doesn't really look overhead and I don't want it to be a low, so a mid it stays.
- Lenny now has 4f vulnerable startup instead of being first-frame invincible.
- Fixed meter gain on Avery in j.HK to conform to the real SG rules, rather than act as 2 more H's.
RoboFortune
- Weight reduced from Double class to Parasoul class, jump and doublejump takeoff velocities adjusted to match.
- Added super laser, QCT+PP / 236+PP. With 3+ levels, hold P before the superflash starts to spend more meter for a Lv3 version. With 5 levels, hold HP (specifically) before the superflash to spend all your meter for a Lv5 version!
- New animation for snapback. Yes, she is Fortune for a few frames, don't worry that won't stay.
- More new effects, like ground throw, beams, c.MP, and s.MP! (Oxford comma woo!)
- New clean normal attacks already, wow, what the heck?!
- Real vulnerable boxes on all normals except s.LP.
- c.LP can now be done 2x, damage 250->200.
- c.MK does correct damage, was not supposed to be that high since you can combo off it. S'what I get for copying a sweep script. :^)
- s.MK does correct damage, same as c.MP.
- s.HP hitstun +2f for all hits.
- j.HK updated: holding HK during the attack disallows jump cancels, so you can choose to hover while hitting without doublejumping; active frames 2[2]2[2]... -> 1[3]1[3]...; last hit is properly not overhead if another hit made contact; float height adjusted; Up no longer has any effect during a j.HK after using up her doublejump.
- Bugfix: Beams no longer interact with placed tears on your own team.
- HP beam now behaves better vs airborne characters.
- LP/MP beams chip 100->250.
Valentine
- Fix VO for intro and tag related to RoboFortune. Sorry if you were expecting gameplay fixes. :^)