Test Build 4 Release


Test Build 4 Changelog

Controls:

  • Removed Classic Inputs style, too much of a pain to maintain.
  • Changed DoubleTap-Fastfall to DownJump-Fastfall so that it is actually useful. As the name indicates, it allows you to fastfall by pressing down + jump.
  • Removed the Assist button. Renamed the old Unique button to the Aux button and renamed the old EX button to the Unique button.
  • Changed default control presets for gamepads a little.

Movement:

  • Increased game speed in general.
  • All ground attacks can be turned around anytime during startup.
  • When doing aerials, you can hold Down to pass through soft platforms while attacking.
  • Hops are now done by pressing down + jump. Hops now cannot be done on soft platforms since it shares the same input as platform fallthrough, this can be used to encourage people to fight more on the main floor.
  • Super jumps can now be done by pressing up + jump on the ground. It is around the same height as a fully held regular jump but is slightly faster and goes straight up cancelling previous horizontal momentum.

New Mechanic: Impulse

  • If you are pressing forward when starting a ground attack, you will slide forward a bit during startup (you will see a puff of dust).
  • Pressing forward and attack on the same frame will do a Perfect Impulse, moving you further (the puff of dust will be different).
  • Since you can now turn anytime during startup of ground attacks, you can Impulse away from opponents then turn before the attack comes out, allowing you to attack while sliding backward.

New Mechanic: Cross-Up Attack

  • If you are holding the Dash button during the startup of a ground attack, you will pass through opponents during that attack's startup.
  • By using this with Impulse, you can Impulse behind opponent when starting a ground attack if you are close enough, then turn and attack them from behind to cross them up.
  • This is kinda the replacement for universal grabs.
  • You cannot do Cross-Up Attack if the attack is chained into from another, just like how Anti-Guard moves lose their Anti-Guard attribute if chained into.

New Mechanic: Burst Revoke

  • Perform a Burst (Aux + Block) during active/recovery frames of non-EX whiffed attacks/non-attack actions to do a Burst Revoke (pink Burst).
  • Cost 50% Guard Gauge, remove Positive Flow if you have it and prevent you from gaining it for 1 second. After 1 second you still cannot gain Positive Flow if your targeted opponent is in hitstun.
  • 1 frame recovery, but has low knockback and no hitstop/hitstun, watch out!
  • Retain your momentum and remove your gravity for a few frames.
  • Use it to make attacks safe on whiff, to cancel the recovery of projectile moves, and to cancel the active frames of high-movement attacks for various movement tech.

Defense:

  • Pressing Dash while not holding any directional buttons will Block instead. You can perform Bursts with Aux + Dash while not holding any directional buttons as well.
  • Removed aerial/ground mix-ups. Cross-ups, Guard Gauge and Anti-Guard moves should be enough to counter blocking.
  • Removed blockhopping and platform-dropping while blocking.
  • Blocking in the air now cost Guard Gauge and remove Positive Flow if you have it.
  • Anti-Guard attacks (moves that forces Wrongblock like most Heavy Normals) now can be iframed by dashing away from the attacker. Dashing towards the attacker wouldn't work.
  • When a player recover from hitstun, for a few frames they are allowed to do an airdash even if they have none left, within these frames they also gain invincibility during jumps/dashes/airdashes.
  • If you are hit while crouching you take 50% less knockback and hitstun. No effect on lethal hits.
  • Traditional DI has been replaced with Vectoring (called "Vector DI" in this game), which is easier for digital inputs which this game uses.

Offense:

  • Repeat Penalty now occurs on the third time you use a Light/Fierce attack, and on the 2nd time otherwise.
  • All Normals can now be jump/dash/fastfall/platform-drop cancelled during their recovery frames on unblocked/Wrongblocked hits. Only attacks with Jump-Cancel attribute can be jump cancelled during active frames though.
  • All characters now have the same physics during hitstun when Guard Gauge is under 100%. When Guard Gauge is over 200%, lighter characters gain more knockback while heavier characters gain less hitstun.
  • Knockback is no longer affected by Damage Value unless Damage Value is over the Damage Value Limit (Lethal Range)
  • When Guard Gauge is at 200%, Burst Escape can be done without Burst Token at the cost of 100% Guard Gauge.
  • All animation cancels now leave behind a afterimage of your character. Looks pretty cool eh?
  • You can now jump cancel aerial normals even on block, but you will not regain your air jump unless you landed an unblocked aerial normal.
  • Burst Escape is now locked for 3 frames after each hit, thus preventing using it to escape multi-hit moves. Multi-hit moves also lock DI for hits that are not the last one.
  • Burst Extend no longer restore jumps/air dashes/used aerials.

Special Moves:

  • Special Moves are done by pressing neutral-attack/up-attack/down-attack while pressing or holding the Special button.
  • Most Special Moves can be held for an alternate version of the move with some minor differences.
  • Many Special Moves have an EX version costing 1 level of EX Gauge. To use it, release Special while pressing neutral-attack/up-attack/down-attack at the same time.
  • For instance, Gura's hammerhead DP is Special + Up + Fierce. To use the EX version, release Special while pressing Up + Fierce at the same time.

Miscellaneous:

  • Improved netcode stability... I think? The netcode has never been really tested. Don't be surprised if it fails.
  • Revised "Quick Cancelling", the mechanic that allows you to cancel moves into other moves on the first few frames of attacks to make combination inputs (like up-attacks/down-attacks) easier to do.
  • Some Normal Attacks can be held to gain special properties, and which Normal Attacks are holdable are character dependent.
  • When a player attacks another player, the attacker is moved to the back layer now, allowing players to see the defender easier for visual clarity.
  • Semi-disjointed hits (hitting an opponent's weapon's hurtbox) now do 150% Guard Gauge drain instead of 100%.
  • Input of Bursts is now Aux + Block.
  • Moved platforms on stages lower so that the ceiling blastzone is higher. The bottom blastzone is now higher though. Removed bottom of main platform on both current stages.
  • Blast Barrier: You can no longer ring out opponents via the ceiling blastzone unless their Damage Value is over 75% to their Damage Value Limit (Danger Range, Damage Value Limit is character-dependent), they will bounce off the ceiling.
  • Offstage Protection: While not in Danger Range, if a player is under the floor level or near a side blastzone (over 1/3 distance from ledge to side blastzone), their hitstun decays twice as fast.
  • I may add Blast Barriers to the side blastzones as well if combo power is still too strong.
  • You now only gain Burst Token on ringing out opponent if their Damage Value is over their Damage Value Limit. Being ringed out will grant you a Burst Token as usual.
  • You no longer gain Positive Flow when opponent blocks your attacks, unless they Wrongblocked your attack.
  • Increased number of pips for the Frame Viewer (press F9 to open it).

Gura:

  • Added 4 of her Special Moves.
  • Locked both of Gura's air dashes to horizontal and 25.7 degrees, removing her upward/downward/diagonal air dashes.
  • Gura can no longer cancel Cancellable Recovery frames into block directly. This means she cannot block directly after dashing/airdashing.

Files

holoVersus - TestBuild4.7z 15 MB
Dec 13, 2022

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