Fraymakers

Fraymakers

GunMon
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Update: 27 Apr @ 10:07am

6.6.1

Patch Notes:

-Critical Stand can no longer activate Idle Animations

Update: 24 Apr @ 3:47pm

6.6.0

Patch Notes:

-You can no longer cancel out of dodge to attack
-Airdash Cancelling no longer costs Burst Meter
-Airdashing when Burst Meter is empty now properly sends GunMon into Tumble
-Down Tilt endlag increased by 1 frame
-Neutral Aerial landing lag increased by 2 frames
-Forward Aerial hitboxes adjusted
-Up Aerial startup increased by 3 frames
-Up Aerial hurtboxes now stretch farther down
-Fixed an issue where countering GunMon's Pummel would freeze you in place indefinitely
-Getting Pummel countered now penalizes GunMon with -1 Burst Meter
-Grounded Side Special startup increased by 4 frames
-Taking Damage during Side Special now penalizes GunMon with -1 Burst Meter
-Smears added to Grounded Down Special
-Grounded Down Special hitbox adjusted
-Grounded Down Special hitbox lasts 1 frame longer
-Grounded Down Special endlag increased by 1 frame

Update: 30 Mar @ 4:14pm

6.5.0

Patch Notes:

-Redesigned UI
-Up Aerial Base Knockback decreased (55 -> 35)
-Neutral Special Reload now costs 1 Burst Meter
-GunMon when no Burst Meter does not reload ammo
-GunMon now respawns with full ammo
-Maximum Burst Meter reduced (6 -> 4)
-Laugh Track added to Final Smash
-Final Smash Launch Angle adjusted (90 -> Autolink.STRONGER)
-Final Smash hitstop increased (2 -> 4)
-Final Smash selfHitstop increased (0 -> 2)

Update: 3 Mar @ 4:34pm

6.4.2

Patch Notes:

-Base Scale Multiplier increased (1.1 -> 1.2)

Update: 27 Feb @ 3:13pm

6.4.1

Patch Notes:

-Jab placement swapped (Old Jab 3 is now Jab 1, Jabs 1 and 2 are now Jab 2, Jab 4 is now Jab 3)
-All Jabs now restore Burst Meter
-Jab Damage Increased (1: 2 -> 3, 2 hit 2: 2 -> 4)
-Jab 2 Launch Angle adjusted (80 -> 40)
-GunMon is now actionable 10 frames after Jab 2's hitbox ends
-Maximum Ammo increased (3 -> 5)
-Neutral Special Ammo Usage per Neutral Special capped at 3
-Pummels now match in terms of hitstop
-Pummel Special now only deals 1 hit worth 2 damage, but no longer deals recoil damage
-Pummel Special now restores 2 ammo per use

Update: 31 Jan @ 3:52pm

6.4.0

Patch Notes:

-Mid-Air Jump Animation hastened
-Adjusted Fall Animation
-Burst Attack disabled (I don't like it)
-Side Special hit function changed (knockback reaction now behaves like Sonic Homing Attack; can be cancelled after 6 frames)
-Side Special Damage changed (6/0 -> 5)
-Side Special Knockback Angle changed (35/85 -> 55)
-Side Special Base Knockback changed (85/10 -> 45)
-Side Special Knockback Scaling changed (25/0 -> 35)
-Grounded Side Special hurtbox tightened
-Grounded Side Special hitbox size decreased
-Aerial Side Special Animation adjusted
-Aerial Side Special hurtbox tightened
-Aerial Side Special hitbox size decreased
-Updated Description

Update: 15 Jan @ 6:50pm

6.3.0

Patch Notes:

-New Steam Thumbnail
-New CSS Image
-Stand Turn hurtbox tightened
-Respawn animation changed (boots up quicker)
-You can no longer cancel out of Respawn animation
-Idle Calm animation duration extended (for no reason)
-Idle Impatient animation duration extended (to shrug)
-Neutral Taunt duration extended (to shrug)
-Down Taunt duration extended (to check pockets)
-Clutch now activates airdodge in the air (while free or in tumble)
-Up Aerial Multi-Hit self hitstop increased (1 -> 2)
-Up Aerial Final Hit Base Knockback increased (55 -> 60)
-Up Aerial Final Hit Knockback Scaling increased (45 -> 50)
-Down Aerial startup decreased by 3 frames
-Down Aerial endlag increased by 3 frames
-Down Aerial now follows regular motion all the time
-Neutral Special Ammo no longer reloads over time
-Trying to use Neutral Special while out of ammo will now manually reload ammo

Update: 23 Dec, 2024 @ 11:02am

6.2.1

Patch Notes:

-Fixed a bug where respawning when Burst Meter is empty would disable Side Special
-Fixed a bug where using Final Smash would disable Side Special

Update: 22 Dec, 2024 @ 5:04pm

6.2.0

Patch Notes:

-Dodge Meter repurposed into Burst Meter
-Airdash now sends into tumble when Burst Meter is empty
-Jabs 3-4 can no longer restore Burst Meter
-Jab 4 Launch Angle adjusted (45 -> 30)
-Jab 4 Base Knockback increased (45 -> 50)
-Jab 4 Knockback Scaling increased (35 -> 40)
-Forward Tilt moves GunMon a bit forward
-Neutral Aerial hit 2 hitstop increased (1 -> 8)
-Neutral Aerial hit 2 selfHitstop decreased (4 -> 3)
-New Up Aerial (rapid fire shooting upward)
-Old Up Aerial moved to burst attack (activate with Special button out of Jab 1-3 or Neutral Aerial; costs 2 Burst Meter, can be cancelled out of after 15 frames)
-Burst Attack can no longer restore Burst Meter
-Burst Attack Base Knockback increased (55 -> 85)
-Burst Attack Knockback Scaling decreased (40 -> 25)
-Forward Throw now 3 frames faster
-Grounded Side Special now always uses stronger variant (costs 1 Meter)
-Grounded Side Special hitstop increased (-1 -> 10)
-Grounded Side Special selfHitstop increased (-1 -> 10)
-Grounded Side Special now activates on frame 4
-Grounded Side Special can now be jumped out of without hitting (unless he hits a shield)
-Jumping out of Grounded Side Special no longer costs Burst Meter
-Aerial Side Special hitstop increased (-1 -> 10)
-Aerial Side Special selfHitstop increased (-1 -> 10)
-Aerial Side Special can no longer restore Burst Meter
-Up Special Knockback Scaling, Hitstop, and Self Hitstop now scale with Up Special charge
-New Shield Animations
-Taking Shield Damage no longer costs Burst Meter
-Dodging no longer costs Burst Meter
-Adjusted Palettes (Rabid, Negative)

Update: 26 Nov, 2024 @ 7:44pm

6.1.0

Patch Notes:

-Weight Increased (82 -> 86)
-New Palette Swap (Rabid)
-New Animations that overtake older ones at 90 damage taken
-Adjusted Various Palettes
-Rearranged Palettes
-Back Aerial landing lag doubled
-Forward Strong Base Knockback increased (55 -> 85)
-Forward Strong Launch Angle adjusted (15 -> 25)
-Up Strong Base Knockback increased (75 -> 85)
-Horizontal Grab Range Shortened
-Pummels now last for 20 frames each and deal damage starting on Frame 9
-Grabbed opponents can break out if they predict a Pummel
-Normal Pummel Animation Changed
-Normal Pummel Damage Increased (2 -> 5)
-Special Pummel no longer deals knockback
-Aerial Side Special whiff endlag increased by 6 frames
-Down Special Flare projectile now deals 1 damage per hit
-Down Special Flare projectile hitbox refresh rate 4 times as fast
-Down Special Flare projectile no longer deals knockback on the ground
-Down Special Flare projectile no longer uses SFX or VFX on hit on the ground
-Down Special now has a cooloff of 30 frames
-Down Special endlag increased by 5 frames
-Grounded Down Special no longer has IASA
-Pellet in Down Taunt replaced with actual food
-Changed Final Smash (Hyperbeam)
-AI can now use Pummel