Bionicle Kanohi Klash v0.2 changelist
PRESENTATION
-New graphics for super flash. The previous ones were lifted from Street Fighter Alpha 3.
-New background for VS screen and victory screen.
SYSTEM
-Input time decreased on certain actions, nostably super jumps/hyper hops; these were happening on accident way too frequently.
-All instances of air recovery removed. This is something that's built into MUGEN and i decided to do away with it entirely as it didn't fit the pace I was going for.
-Air blocking removed. Probably a more controversial change but I just don't think it's something this game needs.
-Hurtboxes adjusted on several hurt/juggle/recovery states
-Knockdown recovery adjusted; quick wakeup is an early input and happens at a fixed time much like SF3/SF4.
-Hard knockdown now exists; does not have any variance in wakeup time. Occurs when opponent is hit by sweep.
TAHU
-Added 2f backdash invincibility
-Super jump height/distance adjusted
-Priority adjusted for almost all normals
-j.2Z move removed; it was accidentally left in despite not being listed on the command list. It didn't really serve much of a purpose and was kind of buggy.
-sounds changed on a few moves
-j.X no longer has an indefinite hitbox (it now lasts 19f)
-Headbutt (236A+X) grab startup time reduced from 12f to 10f
-Trailblazer (214X/Y/Z) medium and heavy followup now side-switch as intended
-Eruption (623X/Y/Z) medium and heavy versions are now both one hit, have less active frames, and have had their travel distance and knockback adjusted. The move overall is now closer to something like Dan's Koryuken from SFV, while the light version remains largely the same.
-Decreased mask pushblock distance
-Timer visual added to secret move (BX2AY)
GALI
-new character; no changes to note