Author Topic: Divekick Addition Edition - Change List  (Read 26996 times)

Keits

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Divekick Addition Edition - Change List
« on: February 12, 2014, 06:59:16 pm »
Release Date - April 4th, 2014
Price - Free!!!!

Non Gameplay -
[ + ] Traditional Menu mode added.  Now you can control the menu screens with a d-pad like you have been for the last 20 years.  Two Button Menu mode is still also available, and can be turned on in the options.
[ + ] Blind selection has been added to ranked play.  Choose quickly and in confidence!
[ + ] Over 180 new Tips from Uncle Sensei have been added to the game.
[ + ] How to play screens have moved to the main menu, and are updated for Addition Edition!  Show them to new players please!

Bug Fixes -
[ + ] The game now pauses when a controller is unplugged and replugged during gameplay
[ + ] The game no longer unpauses when a controller is connected when the pause screen is active.
[ + ] Menu sound effect now only plays once when entering any mode from the main menu
[ + ] The game no longer prompts the player to set their kick and dive buttons since Two Button Navigation is no longer the default method of navigation
[ + ] The player is now able to go back to the main menu after entering either Story or Versus mode
[ + ] Various SFX and audio that had been missing have been restored.

System -
[ + ] Style gem bonus is now 15%, up from 10%. Dive gem bonus remains at 6%, and Kick gem at 12%.  All of these still say 10% on the gem select screen because we like it that way.

DIVE - Dive has been trying to solve the Yang-Mills existence and mass gap problem in order to win the Millennium Prize to save Uncle Sensei's dojo.  As a result, he has discovered a new use for Terminal Velocity, one of his signature moves.
[ + ] Dive can now cancel a kick at any time into Terminal Velocity (air special).
[ - ] Terminal Velocity (air special) cost increased by 33%.
[ - ] Kickfactor speed buff is now 20% lower.

KICK - Kick is sick and tired of starting a party, assuming it is good to go, and attending blindly.  Instead, he would like to start the party, confirm that it has started and started well, and then decide on his attendance.  Kick really doesn't think about anything important.
[ + ] Party Starter now bounces the opponent at a 33% higher velocity.
[ - ] Meter gain reduced by ~9%.
[ - ] Kickfactor speed buff is now 20% lower.

REDACTED - Redacted has been dating a male skunkbear named Bruce. The male of the species is a bit more timid, so Redacted learned how to better use Cornered Beast.
[ ? ] Fixed a camera bug that occured when the round ended during a wall cling.
[ + ] Feral Stance (ground special) builds meter about 200% faster.
[ + ] Cornered Beast (air special) now sends Redacted toward the wall no matter where it is used from. If she makes it to the wall, it leaves her in a wall cling state that drains meter.  Tapping Dive from the cling lets her wall jump, tapping Kick lets go.   
[ - ] Cornered Beast (air special) costs ~70% more meter.
[ - ] Kickfactor speed buff is now 20% lower.

KUNG PAO - Kung is learning new ways to kick portals open, but still cannot find her way home.
[ + ] Kung can now cancel a kick at any time into Dimension Break (air special).
[ + ] Meter gain rate is increased ~20%.
[ - ] Kickfactor speed buff is now 25% lower.

MR. N - Mr. N has gained 30lbs... of pure muscle! 
[ + ] GTFO (ground special) moves ~30% faster.
[ + ] The startup frames on GTFO (ground special) are now invincible other than his head.
[ + ] Mr. N can now cancel a kick at any time into Marneto (air special).
[ + ] Secret Double Jump has 25% more velocity.
[ - ] Kickfactor speed buff is now 16% lower.

DR SHOALS - The medical precision she shows in the operating room now also shows in her deadly new kickfactor technique. 
[ + ] Shoals can now manually cancel Death From Above (air special) even if she doesn't have enough meter to begin this move.
[ + ] In Kickfactor, her speed bonus was removed. Instead, the startup time on both of her kicks is greatly decreased.  Additionally, she gets the full 8 second Kickfactor duration now.
[ - ] Fixed the "dropkick bug", which caused her to fall normally from an un-ended Kicking 1st in the wrong pose, maintaining her attack.
[ - ] Disallowed her from canceling landing recovery into Brilliant Escape (ground special) which allowed her to go backwards.
[ - ] Increased the cost per frame on maintaining Brilliant Escape (ground special) about 200%.
[ - ] Increased the startup time on both of her kicks by 1 frame each.

UNCLE SENSEI - Sensei is now higher than ever before.
[ + ] Super Jump (ground special) velocity increased by 8%.
[ + ] Using Stance Dance (air special) to cancel one kick into another now adds velocity to each sucessive kick.  All velocities return to normal when he touches the ground.
[ - ] Kickfactor speed buff is now 12% lower.

JEFAILEY - Jefailey has been working out! You can call him Buff Failwell from now on.
[ + ] YOLO Gem no longer makes his head grow at the start of the fight.
[ + ] Timer Scam (ground special) pauses his own kickfactor meter, but his opponent's will continue to drain.
[ + ] Jefailey can now cancel a kick at any time into Disqualified (air special).
[ + ] Jump velocity increased 5%.
[ + ] Jefailey's gravity rating now decreases 25% more than before per head size increase.
[ + ] Builds meter about 25% faster.

THE BAZ - The Baz tier list used to say: "1.) Kenny, 2.) Bubblan87, 3.) The Baz."  Finally, The Baz is the best Baz.
[ + ] The Baz has essentially been removed from the game and replaced by New Baz.  Think of him as a brand new character.  Below, you'll read about how The Baz transformed into New Baz.
[ = ] Mighty Swing and Bazkousen have been swapped.  Mighty Swing is now his normal kick button action and builds meter.  Bazkousen is now his air special and costs meter.
[ = ] The Baz can only use two Mighty Swings per jump.
[ = ] Bazkousen (air special) now starts at a 40 degree angle, rotates 15% faster, and maxes out at a 105 degree angle.
[ = ] Baz's Kickfactor is no longer invincible.
[ = ] Kickfactor lasts full 8-second duration and has speed bonus of 30%.
[ = ] The Baz jumps higher. He also jumps farther and higher when using kickback (jump away).

MARKMAN - Markman is spending a lot of time improving the Kickbox, but not a lot working out. As a result, precision mode is far more deadly, but Markman himself is a bit less so.
[ + ] Upkick (precision mode special) has ~33% more velocity than before.
[ + ] Upkicks cost 20-40% more precision meter, but the auto drain on precision much slower.
[ + ] If you don't use any Upkicks, precision mode now lasts about 40 seconds.
[ + ] Search (ground special) recovers 6 frames faster.
[ - ] Upkick attack boxes no longer go past Markman's knee.
[ - ] Decreased kickback distance by about ~8%
[ - ] The angle that Markman travels after using Feint (air special) has changed. He falls down much more sharply now.
[ - ] Increased his Kick startup time by ~17%.
[ - ] Kickfactor speed buff is now ~38% lower.
[ - ] Kick speed is 9% slower.
[ - ] EWGF is ~16% slower.

STREAM - Monstering alone isn't nearly as fun as doing so with other monsters. Stream has invited his friends to play in his all new Kickfactor mode.
[ + ]   Stream's Glitch Pop SFX no longer plays when there is a round time out.
[ + ] Can now launch a second Flame Bait (air special) even if another is already active on screen.  Doing so will cancel the existing Flame Bait.  You can still only use one Flame Bait per jump.
[ + ] Some instances of buffering bugs that caused unwanted special moves have been fixed.
[ + ] Stream can now turn invisibility off manually by using Spooby PLS (ground special) again.
[ + ] In Kickfactor, Stream no longer gets any speed buff.  Instead, taking any basic action (Jump, back jump, double jump, air back jump, or kicking) will summon a Mini Monster Missile.  This can be done every 90 frames (1.5 seconds) during Kickfactor.  His Kickfactor duration is now 10 seconds.

S-KILL - Adelheid was right.
[ + ] A few instances in which S-Kill could get stuck in various situations have been fixed.
[ = ] Replaced his teleport jumps with normal jumps.
[ = ] In Kickfactor, his speed buff has been removed. Instead, he gets his teleport jumps back for the duration. His Kickfactor mode now lasts 40 seconds. We call this Boss Mode.
[ - ] Moved Parry (ground special) hitbox up about 50%.  It now ends at the level of his elbow in this pose.
[ - ] Increased the recovery time by 400% on his Parry (ground special), including a new frame of animation to show he is vulnerable.
[ - ] When using a Kickback (back jump) or air Kickback in Kickfactor, the teleport VFX is rotated 90 degrees.

KENNY - Kenny's abilities now more accurately represent a heavenly warrior's true skill level.
[ + ] Kenny can now attack after Spirit Bullet Homing (air special) in all stances.
[ + ] Kenny can now cancel a kick at any time into a Spirit Bullet Homing (air special).
[ + ]   Kenny's Air Spirit Bullet SFX now stops playing after the opponent is hit by the bullet.
[ + ] S-Kill stance now behaves like the new S-Kill, including special Kickfactor.
[ + ] Kenny can now mimic Stream's new Kickfactor mode.
[ + ] Kenny can now mimic Dr. Shoals' new Kickfactor mode.
[ + ] Kenny can now fire or place multiple Spirit Bullets (air and ground specials) on screen at the same time.
[ = ] Other balance adjustments to characters base stats have carried over to Kenny.
[ = ] The Baz stance has been removed.  Kenny has no rope.
[ - ] The base cost of Spirit Bullet Homing has increased by 50%.
« Last Edit: April 03, 2014, 10:11:35 pm by Keits »

Terotrous

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Re: Divekick Addition Edition - Change List
« Reply #1 on: February 12, 2014, 07:03:01 pm »
I have to say, I'm really liking most of the changes.  Everyone gets new tools, so even in bad matchups you now have more options.  I'm also glad Markman got weakened a bit, I didn't like how dominating he was, it made me feel cheap when I used him.


Also, nuts to everyone who complained that the changes I was asking for in the various threads were too drastic.

jime701

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Re: Divekick Addition Edition - Change List
« Reply #2 on: February 12, 2014, 07:04:15 pm »
Mr. N is going to be a lot stronger I feel.

I like the constant theme of cancelling your kicks into air specials. I always wondered why that wasn't a thing on some characters.

Uncle Sensei will be interesting to see. He really looks like he'll be much better with the stance dance stuff, as it will allow him to switch more liberally without committing as much.

demeteloaf

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Re: Divekick Addition Edition - Change List
« Reply #3 on: February 12, 2014, 07:15:47 pm »
couple things:

There isn't a "we fixed the bug where Stream has screwed up controls after getting killed by redacted or markman's upkick" :(

Please say that's getting fixed :(

But from a Stream point of view:

Woo, nothing but buffs for stream.  I'll have to play for a bit with the mini-streams to see if they're worth it, but the double flame bait looks $$$$$.

With the S-Kill nerfs, that matchup looks a whole lot more in stream's favor.

The Mr. N matchup is probably the most scary now, but we'll have to see what people do with the new characters.

EastGold

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Re: Divekick Addition Edition - Change List
« Reply #4 on: February 12, 2014, 07:16:45 pm »
Really like the Kenny changes. I can do some sick tricks with him now.

King9999

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Re: Divekick Addition Edition - Change List
« Reply #5 on: February 12, 2014, 07:21:16 pm »
There are some notable fixes and features that are absent from this list, but otherwise, this is a great list.  As a Kung Pao Main, I'm happy with the changes.  She'll have to rely a bit more on portals now, but that just makes her more scary.

I really hated the Pao/Baz matchup, so I'm looking forward to seeing how she stacks up against New Baz.
PSN & Steam ID: mmking9999 (IGN is King on Steam)
Main: Kung Pao
Sub: S-Kill

enemyplayer

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Re: Divekick Addition Edition - Change List
« Reply #6 on: February 12, 2014, 07:21:37 pm »
With the S-Kill nerfs, that matchup looks a whole lot more in stream's favor.

True, that matchup is going to require boss mode for sure to deal with Flame Bait pressure.

Keits

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Re: Divekick Addition Edition - Change List
« Reply #7 on: February 12, 2014, 07:22:03 pm »
demeteloaf - you should be good to go on stream input bugs now.

everyone else - this forum messed up my [ + ] signs on the change list and im pissed.
« Last Edit: February 12, 2014, 07:30:02 pm by Keits »

TuboWare

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Re: Divekick Addition Edition - Change List
« Reply #8 on: February 12, 2014, 07:23:23 pm »
Looking good. It will be exciting to play with the new changes for sure.

airco

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Re: Divekick Addition Edition - Change List
« Reply #9 on: February 12, 2014, 07:24:09 pm »
#RIPTheBaz

I'm not sure I agree that Old Baz was an "unfair" character, just one that your opponent had to know how to combat going in. I think he took a lot of work to play properly (outside of spamming for KF) and could always die very easily to any character that wasn't Kung. Either way, he was pretty low on the tier list, and I'm not sure what else you could have done with him to make him more fun. I'm probably the only person sad to see my gimmick character replaced with a better and slightly less gimmicky character, so it can't be helped. I'll just pick up Stream instead, like I probably should have done from the start.

Going back to Kung, how is that matchup now? Mighty Swing used to be a great way to kill Kung as Baz, so wouldn't having that be his default kick make the match even more in his favor? Or does losing the ability to completely fly over Kung for free cancel that out?

CanadianBaconz

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Re: Divekick Addition Edition - Change List
« Reply #10 on: February 12, 2014, 07:25:38 pm »
The 3 scariest matchups for Kung got either hit or drastically changed, so I'm pretty happy about that.
A good few other matchups just got loads scarier, though. I feel like Stream, Mr. N, and Redacted could be the new biggest threats now.

@airco, Old Baz was way scarier. Kung Pao pretty much had no way to catch him, and if you didn't catch him, he got a free KF kill. Mighty Swing has never been that big of a threat, but that might just be because nobody felt the need to use it before.
« Last Edit: February 12, 2014, 07:29:02 pm by CanadianBaconz »

Adelheid

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Re: Divekick Addition Edition - Change List
« Reply #11 on: February 12, 2014, 07:28:38 pm »
With the S-Kill nerfs, that matchup looks a whole lot more in stream's favor.

This is an interesting theory given that the thing that really took it over the edge in S-Kill's favor is quite notably still there and the new tweaked movement for S-Kill removes some of the old issues he had. As well, S-Kill was always one of the rare characters that could take Stream's space without a whole lot of issue and now he's actually better at doing that.

Good luck c:

Keits

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Re: Divekick Addition Edition - Change List
« Reply #12 on: February 12, 2014, 07:28:44 pm »
Fixed the list!  Rejoice!

Keits

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Re: Divekick Addition Edition - Change List
« Reply #13 on: February 12, 2014, 07:31:07 pm »
#RIPTheBaz

I'm not sure I agree that Old Baz was an "unfair" character, just one that your opponent had to know how to combat going in.

I never said The Baz was unfair.  I said he FELT unfair.  Big difference! You don't want players losing if they can't figure out how/why.  Even if it is totally fair, it has to also FEEL fair, or it hurts the game.

Keits

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Re: Divekick Addition Edition - Change List
« Reply #14 on: February 12, 2014, 07:37:49 pm »
You cannot do two portals in one kick.  Would be sweet, but the game doesn't allow it.