Fraymakers

Fraymakers

Assist: Akatsuki (Akatsuki Blitzkampf)
Showing 11-14 of 14 entries
< 1  >
Update: 30 Nov, 2022 @ 8:35pm

0.0.4
- In-game sprite scaling changed to 0.5.
- Kick3 base knockback and knockback growth changed to 40 and 35 respectively.
- Kick3 hitstun, hitpause, and self-hitpause set to -1 instead of constant values.
Akatsuki should travel forward properly again as of the 11/30/22 patch, had to increase the aerial speed cap as well as apply self.setXSpeed() on each kick instead of only the first one.

Update: 23 Nov, 2022 @ 1:17pm

0.0.3
- Kick1 and 2 front hitbox base knockbacks increased from 40 to 55 and 50 respectively.
- Kick1 back hitbox knockback angle changed to 35.
- Kick1 back hitbox given better reach forward and back.
- Kick1 hitbox general upper reach lowered.
- Kick2 startup increased to 6.
- Kick2 front hitbox reach increased towards upper and frontal sides.
- Kick2 low hitbox reach increased towards lower side.
- Kick2 back hitbox reach increased towards the rear.
- Kick2 back hitbox knockback angle changed from 45 to 40.
These changes may take care of the Kick2 skip mentioned earlier as well as some cases where Kick1 whiffs if too close.

Update: 3 Nov, 2022 @ 1:49am

0.0.2
- Kick1 startup decreased from 9 to 6.
- Kick3 startup decreased to 9.
- Kick1 and 2 active frames increased from 2 to 3.
- Kick1 and 2 front hitboxes given better reach for upper and frontal sides.
- Kick1 and 2 back hitboxes increased forward somewhat.
- Kick1 and 2 back hitboxes base knockback increased from 70 to 85 and 70 to 80 respectively.
- Kick2 front hitbox knockback angle adjusted from 45 to 40.
- Kick3 hitbox given better reach for upper and rear sides.
- Kick3 knockback angle changed from 290 to 275.
- Kick3 knockback growth increased from 45 to 50.
- XSpeed increased to 7.5.
- YSpeed for Kick1 frame 1 decreased from -2.5 to -2.
- YSpeed for Kick2 frame 1 increased to -4.5.
- YSpeed for Kick2 frame 6 increased to -5.5.
- Spawn X distance is now -12.
- Spawn height is now 0.
- Terminal velocity before Kick3 decreased from 10 to 4.
Hopefully, these changes allow for better consistency, more opportunities for use, and slightly stronger kill power at around 130%. Akatsuki may still miss Kick2 if Kick1's back hitbox is landed too high, but unless the opponent has a move that's intangible starting frame 1 or 2, Kick3 should still land just fine.

Update: 2 Nov, 2022 @ 8:44pm

0.0.1 - First version