Smack Studio

Smack Studio

Wisteria
Showing 31-40 of 73 entries
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Update: 8 Jan, 2024 @ 4:07pm

Reduced landing lag on aerials, too laggy to play as. Now it should be reasonable.

Update: 8 Jan, 2024 @ 3:39pm

Added landing lag to all of Wisteria's aerials. These vary from 4 frames, 10 frames, and 15 frames of landing lag.Added new visual effect to Neutral-Air and made it have 2 more frames of endlag.Patched Down-Air to be friendlier to opponents by giving it 15 frames of landing lag and 2 frames of additional end lag. This move was very spammable, trapping opponents that could not escape the attack.Patched the ability to switch between taunts out temporarily because switching freely between the taunts resulted in a bug where Wisteria could freeze and be unable to move at all should a player rapidly press A and B during Taunt. Pressing these buttons after pressing either A or B Taunt will now return Wisteria to Idle. You'll have to Taunt and press A or B to get your desired Taunt now. However, if you press A and then press B, you can still switch from Taunt 2 to Taunt 3.

Update: 8 Jan, 2024 @ 1:09pm

Fixed all of Wisteria's throws. They now have hitboxes that can affect other players while ignoring the grabbed player. Grabs deal 10% each, the exception being Up-Throw. Up-Throw now has 2 additional projectiles. All Up-Throw projectiles deal 1% per hit.

Update: 8 Jan, 2024 @ 1:54am

Fixed Get Up Attack after playtesting with Q (We both thought it was one of the worst attacks we had ever seen.) It should now be able to actually hit opponents nearby now. I also went in and fixed the animation for Up-Smash and Down-Smash's sprite effects. Down-Smash now comes out 2 frames later, but is consistently the massive hitboxes at the sprite effect's greatest extent. Up Smash's weaker hitboxes have been slightly increased in size at the base, no changes to the timing of frame data though. Might adjust the effects and timing to be back to normal though for Down-Smash depending on how playtesting goes.

Update: 8 Jan, 2024 @ 12:43am

Slightly nerfed Ultra by taking off end crystals, shrinking range by 1 unit. Buffed Down-B by putting cooldown back to 5 seconds, and it now lasts for 1.6 seconds while descending instead of the prior 0.8 seconds.

Update: 7 Jan, 2024 @ 10:47pm

Fixed up-throw so it feels more natural. Fixed Down-B to switch projectiles mid-projectile so when the projectile goes up, it does not explode upon contacting the opponent. But when it descends, it does explode upon contacting the opponent. Added brand new victory animation to Wisteria! Fixed Taunt 3 so it is no longer invincible (how did I miss such a grievance oversight?) Wisteria is now ready for tournaments!

Update: 6 Jan, 2024 @ 5:36pm

Updated Down-B to work correctly so when the projectile ascends, it does not explode upon hitting a player, but when the projectile descends, it does explode upon contacting the player. Added a missing hurtbox to Taunt 3. Wisteria feels great now. Fixed Taunt input listeners. Fixed Up-Throw grab to feel way more natural. Brand new Victory animation for Wisteria!

Update: 5 Jan, 2024 @ 1:41am

Updated Steam Thumbnail artwork. Added two new taunts to Wisteria in addition to fixing her first taunt. Her first taunt is now in sync with any 4/4 music, while pressing A during this taunt will transform Wisteria into her old Steam Thumbnail artwork. (Per request of erans.) Pressing B will play a second dance taunt that is still WIP for now. All of the taunts are cancelable if you do any movement inputs, shield inputs, jump inputs, or press taunt a second time.

Update: 2 Jan, 2024 @ 6:21pm

Fixed grabs according to feedback via playtesting. Fixed Grab-Holding animation as it was very jank. Added new thumbnail image for Wisteria!

Update: 2 Jan, 2024 @ 2:01pm

Added a missing sound effect to Up Throw. Fixed visuals and hitboxes on Up-B. Up-B has been buffed slightly with a tipper hitbox that deals 2% more. When Wisteria is spinning, there's two hitboxes. A central one that deals 1%, and an outlier one that deals 2% on her shovel's tip. I may or may not nerf this change, depends on playtesting.