Fraymakers

Fraymakers

Ibuki Suika (Character + Assist)
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Update: 1 Jun @ 12:50pm

1.1.1

  • Fixed a bug that prevented her from shrinking back down upon revival when losing a stock in large size

Update: 25 May @ 3:14am

1.1.0

Due to an immense total number of changes, here's a more abstract rundown instead.

Highlights
  • Bundled her assist version together into this character as one workshop item, updating her to v2.1.0 in the process.
  • Reworked coding all throughout the project to make it more efficient and reliable. Most notably, she now works properly across training mode save states, rollback and other forms of time travel.
  • Reworked hitbox stats all across the board: reduced base knockback and increased knockback growth on most attacks.
  • Back air, forward air and up strong now have the sweetspot hitbox active on the blast effect for the first three frames, making them immensely easier to land. To compensate, power has been turned down a little.
  • The shockwave effects on down strong, down special, ledge attack and crash attack no longer hit opponents that don't stand on (or hang on the ledge of) the same floor as Suika. This prevents cheesy edgeguarding with an earthquake.
  • Increased endlag on all non-combo moves (by varying degree) to make them less oppressive and spammable, and make her easier to punish in turn.
  • Character stats adjusted according to size: her large form is now notably slower than her small form as a trade-off to her large attacks, both in ground and air speed. Added unique run and walk animations for this purpose.
  • All aerial attack landing lag reduced. This was actually an oversight; Suika had far higher landing lag than is normal. To compensate, frame data and autocancel timing on her aerials has been adjusted for a more fair and satisfying game.
  • Adjusted animation lengths on globally similar animations to conform to Fraymakers standards for more intuitive handling for players used to the base cast. This includes dash, roll, ledge and other miscellaneous animations.
  • HUD sprites adjusted to conform to the new standard. She now has a top layer and stock icons.
Other changes
  • All shield sprites shifted forward so she no longer evades grabs by shielding.
  • Shield crossup threshold reduced (13 → 9). Visual size of the shield and the parry boxes adjusted to match.
  • Dash Attack:
    • Angle adjusted forward.
    • Endlag reduced to make it easier to follow up on.
    • Dust effect added at the end of her slide.
  • Forward Tilt: tightened hitbox timing.
  • Down Air: tightened hitbox timing.
  • Down Strong: tightened hitbox timing.
  • Forward Strong: total damage reduced (25 → 20) by removing a few hits from the fire.
  • Up Aerial: Smoothed out the initial speed gain.
  • All throws: Reworked to a takeHit() method instead of hitboxes. This ensures functionality for particularly small or creative hurtboxes and works better in free-for-alls.
  • Neutral Special: Size can no longer be manipulated by holding special during revival. After a knock out, Suika always starts small.
  • Down Special:
    • Reworked to a custom detection box and an attemptHit() method instead of a hitbox. This allowed for some fine-tuning of her attack size and works better in free-for-alls.
    • Cancel animation length increased (15 → 20).
  • Added hit sparkle effects to neutral special, neutral air, forward air and adjusted sparkle placements on a couple other attacks.
  • Spot Dodge: now visibly steps behind other characters for the animation.
  • Minor adjustments to frame timing in many animations.
  • Minor cleaning of sprite placement in many animations.
Bug Fixes
  • Aerial assist call properly uses assist_call_air animation so she doesn't get stuck in her previous animation until it ended.
  • Custom background music now properly stops playing when the match ending is announced.

Update: 14 Jan @ 10:23am

1.0.2

  • fixed a bug that prevented down throw from connecting properly against some custom characters.
  • Up Throw:
    • fixed a bug that prevented some custom characters from bouncing back up properly.
    • changed the way DI is handled for the move. It now applies on the initial throw, providing more time to react.

Update: 31 Dec, 2024 @ 12:41pm

1.0.1

  • probably fixed a bug that prevented the special music from playing in online matches.
  • increased hitstop and knockback growth on back air, up strong, forward strong and down strong.
  • adjusted input timing necessary for the jab combo to be in line with the rest of the cast. It is now far more intuitive and generous.
  • reduced volume of the sound effect for forward air.
  • horizontal offset of the camera box adjusted so the camera doesn't move around as much during fast movement.

Update: 30 Dec, 2024 @ 10:48am

1.0.0
full release

Update: 30 Dec, 2024 @ 7:08am

1.0
full release QA

Update: 30 Dec, 2024 @ 5:14am

1
full release QA