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air invade requires but deosn't use air options
soul save has a flip toggle but cant be flipped. sometimes? haven't been able to recreate since it happened sorry.
fall/air dash has no animation and uses the last frame as its animation.
correct dodge plus frames lie on how many frames you have to hit the opponent.
(unsure if bug) alt slicer will spawn its projectile (the one after its hit) also using the xy plot
issues/balance:
intimidate give way to much levels.
di mod on a lot of moves are very low.
all moves guard breaking during backstabs is kind of really strong, but with only two moves being able to do so outside of shadow its probably fine. but i would say you should not be able to backstabs out of shadow, or make it so push block prevents backstabs.
backstab in combo is really strong most notably [found you] doing a lot of dmg, easy fix is to just reduce min dmg for those moves.
this is also especially noticeable when higher levels, doing insane amounts of dmg with almost any move.
overall deos really high dmg.
forsake mercy making every move become backstabs no matter what is extremly strong and shouldn't have that effect.
save/load should probably have a timer but idk, both players being able to hit each others save is interesting.
Rupture, Terminate, and Eviscerate all have F1 movement significant enough to dodge some F1 meaties.
Intimidate, Engage, Invade (Grounded/Air) framekill if they interrupt on opponent's turn.
Perception (3) framekills and doesn't freeze projectiles (assuming not freezing projectiles is unintentional).
[FIGHT] seems to be nonfunctional? I'm probably missing something but it says "Hit in 0f"and then it starts going into the negatives instead of doing anything
One's Own Shadow (default) changes the Ready in (frame) (honestly keeping this is fine because it makes the tp less variable
Not necessarily a glitch but more of an unintentional feature; [MERCY] can be offensively used instead of just a silly button if the opponent Hustles first or if [MERCY] and the opponent's Hustle are used simultaneously. If this IS intentional, at the very least make [MERCY] not insta-win the game if it's used simultaneously or after the opponent Hustles and preferably make it somewhat punishable (at least not interrupt on opponent's turn).
Evade does not properly flip the first backdash on P2's side.
Slicer does not properly flip its projectile sprite on the first frame (not much of an issue, but thought it should be mentioned)
Unhinged (Grounded/Air) and Slash do not increase DI mult at all (assuming this is unintentional). It does seem like Slash increases DI for itself though? Idk it's weird behavior but the number doesn't change*
*On starting a fresh match, different moves seem to not apply DI? It's really weird. Now it's Wound that doesn't apply DI.
More of a mod incompatibility but the LV meter should be adjusted so it doesn't cover up the "Ready in xf" added to the GUI by the Quality of Life mod.
- Super fall has no sprite, neither does knockdown or get up.
- (Technically not a bug?) Mercy doesn't work in domain
- Mercy soul yoink triggers as soon as the w after "Hey," appears, rather than after the dialogue
- Unhinged,stab2, slaughter, fissure do not scale combo
- Shadow activate unavailable in the air
- Ones own shadow teleport doesn't appear in predictions if opponent becomes actionable before the teleport happens
- Max level ravenous seems to drop on away DI, the last hit gets canceled too
- Eviscerate, Terminate aren't labeled as a guardbreak, but are one.
- Parrying ravenous lvl2 gives ONLY 6 frames to punish, can probably be made unpunishable with the right setup, basic ravenous only gives 7, should maybe have a longer punish window?
- This also extends until she lands for whatever reason if she continues to fall
- her "counter" doesnt work on multihits at all and requires you to parry one frame earlier than normal
- her elder weaves require you to time it one frame later for whatever reason
- her brace cant block low
- her domain is likely not safe for epileptic people (source: <@1295449973755871294>)
- her jump animation is stuck as ninja's landing animation
- Cross Intro gives her max determination (or whatever the red bar is. I'm calling it DT), as it doesn't lock her EXP resource, or her DT