52Beatup Pre-Alpha V0.4 Patch Notes


For this balance patch, I intend to make general fixes that I deem healthy for the game at the moment. I do not intend to bring down the nerf hammer on any characters at the moment, but how moves function will heavily change. Since this is Pre-Alpha, I may also experiment with some moves. My biggest fear right now isnt a broken character, its a boring one.

UNIVERSAL

  • SFX and BGM can separately be changed now.
  • SFX Can be Adjusted in the Main Menu
  • Game Speed is no longer lowered while the game is Paused, it will always be 60 FPS.
  • Added Shield Health as a Toggleable Training Mode Option. You can now set it to Infinite or Normal Regeneration.
  • Projectiles Now add Juggle Scaling, and are affected by it.
  • Explained how to unlock cat in secrets.txt.

SCALING CHANGES

Unless Stated otherwise, this is the scaling change for all characters.
  • Grab/Throw Scaling Increased by 5%
  • 5L Scaling Increased by 4%
  • Grounded Attack Scaling Increased by 1%
  • Heavy Attack Scaling Decreased by 2%
  • Aerial Attack Scaling Increased by 1%
  • J.5H Attack Scaling Decreased by 2%
  • Special Attack Scaling Decreased by 5%


I wanted to smoothen out Alans Gameplan. Special 1 is kind of underwhelming until you get Lv.3. Making that Gap closer is my main priority atm. I'm also changing some properties of his moves and increasing consistency, Lv.3 Special 2 and Parry felt unfinished.
  • Fixed Bug Where Grabbing then Jumping could give you the Ground Grab Sprite in the air


  • J.5H (Heavy Air)
    • Reduced Active Frames [5 -> 2]


  • Special 1 [Sonic Wave]
    • Increased Speed
    • [LEVEL 3 AIR] Reduced Vertical Launch Height [13 -> 12]


  • Special 2 [Tornado Kicks]
    • [LEVEL 3] Move puts you airborne later into the animation to allow for grounded options, Similar to 1st hit Shoryuken Cancels in Street Fighter Games.
    • [LEVEL 3] Increased Damage [15/5/5/5/8 -> 30/2/2/2/6]
    • [LEVEL 3] Reduced Launch Height 
    • [LEVEL 3] Reduced Hitstun [50/40/40/40/40/16 -> 40(30)/35(25)/35(25)/35(25)/35(25)/7(3)]
      • Numbers in ( ) are the Air Variation


  • Parry
    • Made Parrying FAR more consistent
    • [AIR VER] Increased Detection Time [0-4 -> 0-5] 
    • [AIR VER] Reduced Amount of momentum halted when using a parry in the air.
    • [GROUND VER] Decreased Detection Time [0-8 -> 0-7] 


I really wanted to improve her overall Neutral and better differentiate her 4H and 6H. Her Special 2 Will get tweaks to make her a more diverse character. In her current iteration, she basically has to rely on armor gimmicks to get in.
  • Fixed Bug Where J.5H would hard knockdown grounded opponents if used outside of a combo. It is now Aligned to work like the rest of the cast.


  • 6L [Wrench]
    • Damage Increased [9 -> 10]
    • Hitstun Increased [16 -> 20)
    • Endlag Decreased [30 -> 26]


  • 5M (Medium)
    • Increased Horizontal Momentum


  • 4H [AutoHammer]
    • Endlag Decreased [42 -> 38]
    • Pushback Adjusted
    • Blockstun Decreased [17 -> 15]
    • Active Frames Increased [4 -> 5]
    • Vertical Launch Height Increased [12 -> 13]


  • 6H [Rocket Punch]
    • Startup Decreased [17 -> 13]
    • Damage Decreased [19 -> 16]
    • Active Frames Decreased [8 -> 3]
    • Rocket Punch No Longer fully comes to a stop, allowing Momentum to scale better.
    • Animation Reworked


  • J.5M [Medium Air]
    • Endlag Decreased [28 -> 20]
    • Damage Increased [9 -> 10]
    • Hitbox Increased in Size
    • Vertical Launch Height Decreased [13 -> 9]
    • Vertical Height Gain Increased [3 -> 5]


  • J.6M [The Hammer]
    • Damage Increased [18 -> 19]
    • Hitstun Increased [13 -> 15]
    • Hitbox Pushed Forward and Increased Vertically in Size.


  • J.5H [Heavy Air]
    • Decreased the amount of vertical height you'd get when the move came out [6 -> 5]
    • Reduced Active Frames [5 -> 2]


  • Special 1 [Torcher]
    • [LEVEL 1] Decreased Endlag [33 -> 31]
    • [LEVEL 2] Decreased Endlag [33 -> 31]
    • Damage Reduced Per Hit [6/7/9 -> 5/6/7]
    • Hitbox Damage Reduced [14/16/25 -> 8/12/25]
    • Horizontal Speed Increased
    • # of Hits increased [2 -> 37]
    • [LEVEL 3 FOLLOWUP] Decreased Endlag [37 -> 35]


  • Special 2 [Pulverizer]
    • Armor Decreased [10/15/20 -> 0/12/20]
    • Blockstun Decreased [16/ / -> 10/ /]
    • Hitbox Size Increased
    • Level 1's Air Variation Got a Rework. It now has proper forward momentum, moving farther than the grounded viaration. It also provides far more pushback on hit.



I want to keep "Old Magnus" locked behind Static. While I do think that his cons can be dealt with pretty well with speed cards, his Frame data is pretty bad on block without static, and I'm going to aim at reducing pushback over a ton of heavy nerfs. Additionally, since he throws out less attacks during combos, he will have increased damage scaling.

  • 6L [Dead Air]
    • Decreased Pushback
    • Blockstun Decreased [11 -> 9]
    • Reduced Active Frames [3 -> 2]

  • 6M [Guitar Smasher]
    • Decreased Pushback
    • "Static" now increases Pushback [+1/Stack]
    • Scaling Increased to 3%
    • "Static" now decreases Scaling [-1%/Stack]

  • 2M [Electric Sweep]
    • Decreased Pushback
    • "Static" now increased Pushback [+2/Stack]
    • Damage Decreased [15 -> 12]
    • Static Damage Growth Increased [+4/Stack -> +5/Stack]
    • Vertical Launch Height Increased [12 -> 13]
    • Scaling Increased to 2%
    • "Static" now decreases Scaling [-1%/Stack]

  • J.5H [Heavy Air]
    • Reduced Active Frames [4 -> 2]

  • J.2M [Grave Digger]
    • Scaling Increased to 4%
    • "Static" now decreases Scaling [-2%/Stack]


I want to make Vanessa feel "more fair" while keeping her identity the same
  • Fixed bug where using Super while in the corner would make the first hit whiff
  • Fixed Multiple Colour Palette Errors

  • 5M [Medium]
    • Reduced Active Frames [5 -> 2]


  • 2M [Skid Turn]
    • Reduced Blockstun [18 -> 13]

  • 6M ['Round the World]
    • Damage Increased [7/4 -> 8/6]

  • 5H [Heavy]
    • Damage Increased [10 -> 12]

  • J.5M [Medium Air]
    • Reduced Active Frames [3 -> 2]

  • J.5H [Heavy Air]
    • Reduced Active Frames [6 -> 2]

  • Special 1 [The Blender]
    • Vertical Launch Height Increased [9/9/11 -> 14/15/16]
    • Increased Movement Speed

  • Super [Faceplanter]
    • Hitbox no Longer appears behind you 
    • Damage Decreased [60 -> 55]


BUG FIXES

  • Training Mode Scrolling has been fixed. Certain Training mode Inputs (Changing Health, Action Time, etc.) Would have inverse Controls. This has been fixed.
  • SFX now has Seperate Audio Levels from BGM, allowing you to change them individually.
  • You can no longer softlock the game by using the LOAD keybind during super freeze animations.
  • FPS Will correctly reset if you leave training mode with Lowered Game Speed
  • Game no Longer Crash if you try to Swap characters in training mode

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