Fraymakers

Fraymakers

Giraffe
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Update: 25 Oct @ 8:52am

0.1

Down Tilt:
[!] Completely reworked into a new move.

Dash Attack:
[+] Damage increased (10 -> 11)
[+] Knockback growth increased (40 -> 50)

Back Air:
[-] Hitbox sizes reduced
[-] Startup increased (f12 -> f13)
[-] Active frames decreased (6 -> 5)
[-] Knockback growth reduced on sourspot and late hit hitboxes

Down Air:
[+] Giraffe can act out of the animation 4 frames earlier
[-] Hitbox sizes reduced

Neutral Special:
[-] Jump cancelling the move now puts Giraffe into a 4 frame long animation prior to entering the Jump Squat/Jump Midair state.

Misc:
[!] Added a yellow color palette.
[~] Offscreen indicator now shows more of Giraffe's body and properly applies the color palette shader
[~] Fixed minor visual error that caused stray transparent pixels to appear opaque

Update: 28 Aug @ 8:14pm

0.0.9
Jab:
[+] Startup reduced by 1 frame (f9 -> f8)

Forward Tilt:
[~] Now uses the physicsHitConditions hitbox stat for the spike hitbox on airborne opponents.
[+] Spike hitbox size and priority altered to make it easier to hit.
[-] Spike hitbox knockback/growth/damage weakened overall (I forgot to grab the numbers before changing them whoops)

Neutral Air:
[-] Hitbox sizes reduced (for both strong and weak hit)
[-] Startup increased by 1 frame (f8 -> f9)

Grab:
[+] Startup reduced by 1 frame (f12 -> f11)
[+] Upwards grab startup reduced by 1 frame (f14 -> f13)

Up Throw:
[+] IASA reduced by 2 frames (f30 -> f28)

Side Special:
[-] Startup increased (f11 -> f13)
[-] Aerial startup increased (f12 -> f13)

Down Special:
[-] Counter success knockback growth decreased (55 -> 50)

Update: 30 Jun @ 12:18pm

0.0.8.3
Adjusted HUD sprite on MUGEN template stages.

Update: 29 Jun @ 4:37pm

0.0.8.2
Fixed unintended behavior where angled bullets would travel in the incorrect vertical direction when reflected.

Update: 18 Jun @ 2:36pm

0.0.8.1
Palettes now display correctly with new palette selector functionality.

Update: 12 May @ 5:49pm

0.0.8
added new hud stuff

Update: 3 May @ 9:48am

0.0.7

Forward Tilt:
[-] Hitbox size reduced

Up Tilt:
[+] Second and third hit have increased active frames (1f -> 2f)
[+] Third hit hitbox size increased
[+] Hurtboxes tightened

Forward Air:
[+] Hitboxes adjusted so the sweetspot is easier to hit
[-] Damage reduced (sweetspot: 15 -> 14. sourspot: 13 -> 11)

Back Air:
[-] Landing lag increased (13f -> 14f)

Up Air:
[+] Landing lag decreased (15f -> 14f)

Down Air:
[-] Landing lag increased (10f -> 12f welcome back release giraffe dair)

Side Special:
[+] Grounded version should more reliably connect into the finishing hitbox (why does this move get "fixed" every update)

Down Special:
[~] Hitbox size adjusted
[+] Counter hit damage now scales with damage from hit recieved (1.2x multiplier, minimum 11 damage)
[-] Base knockback reduced (92 -> 80)
[!] Fixed issue where you could turn around the animation when landing (had very little gameplay impact but looked weird)

Miscellaneous:
[!] Various visual and audio improvements


Update: 3 Mar @ 10:03am

0.0.6
Character Stats:
[+] Walk speed increased (2.5 -> 2.8)

Jab:
[+] Sourspot hitbox size increased (now hits opponents near Giraffe more consistently)
[+] Sourspot damage increased (5 -> 6)

Forward Tilt:
[+] Startup decreased by 2 frames (f14 -> f12)

Up Tilt:
[~] Reworked. Now has a scooping hitbox at the beginning, and now has a total of 3 hits instead of 5.
Up tilt was a very niche anti air move that usually lost to whatever it was trying to anti air. Now, it should have some more combo utility, and if you miss the move you aren’t going to be stuck in 5 years of animation that came with those extra hits.

Forward Strong:
[-] Hitbox sizes on third active frame reduced.
[-] Damage armor strength reduced from 10 to 9 damage.

Up Air:
[+] Sourspot hitbox extended downwards to cover more of Giraffe’s neck.

Back Air:
[-] Reduced strong/early hit active frames by 1 (3 -> 2). Total active frames remain the same (6).

Ledge Attack:
[+] Hitbox size increased.

Uncrouch Attack:
[!] Removed.
This was an unnecessary gimmick move that made more sense in Giraffe’s conceptual stages during development, but ultimately didn’t really fit into Giraffe’s final kit. It also just got in the way if you wanted to dash, crouch, then jab, which I found to be quite annoying. I’ve moved the scooping aspect of the move into the first hit of the reworked up tilt.

Miscellaneous:
[?] Various minor visual tweaks have been made to improve the Giraffe experience.

Mod Compatibility:
[!] Giraffe is now more compatible with MUGEN stages made with Awesome’s template. Giraffe’s name and meter show up properly, and neutral special’s cooldown works as intended.

Update: 18 Dec, 2024 @ 5:36pm

0.0.5

Final Smash
[!] Compatibility with the Final Smash mod implemented. Unleash the power of Elephant Green Screen Effect on your opponents!

Dash Attack:
[+] Hitbox size increased

Down Strong:
[+] Reduced end lag by 6 frames
[+] Startup (from strong_down_attack) reduced by 1 frame

Neutral Air:
[-] Late hit damage reduced (8 -> 6)

Neutral Special:
[+] Can now be reversed within the first 4 frames of startup (when Giraffe is pulling the gun out)
[-] Takes 3 more frames to pull out the rifle

Side Special:
[!] Tweaked hitboxes so that trades no longer spike (uses manually made hitboxes as opposed to one hitbox with an autolink angle)

Down Special:
[+] IASA added on frame 66 (both grounded and aerial)
[+] Aerial gravity multiplier 0.5 -> 0.15
[+] Y speed conservation 0.3 -> 0.15

This allows Giraffe to use the move offstage a little more easily.

Dspec Counter Success
[-] Angle 90 -> 80
[+] Knockback growth 20 -> 55
The move now functions more like a traditional counter, killing at higher percents.

Grab:
[+] Range extended slightly

Upwards Grab:
[+] Range extended slightly
[+] Startup reduced (15f -> 14f)

Up Throw:
[+] Base Knockback 66 -> 50
[+] Knockback Growth 43->50
[+] End lag reduced by 3 frames
[+]Added IASA on frame 30
These changes make Up Throw easier to follow up on.

Miscellaneous:
[?] Various visual and audio tweaks have been made to improve the overall Giraffe experience.

Update: 3 Nov, 2024 @ 10:24pm

0.0.4
fixed a bug on neutral special that caused the aerial version of the meter/cooldown function to be called twice. this did have unintended consequences regarding the x/y speed but i've tried to replicate what it orignally felt like to the best of my abilities