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  • 2 months later...
Posted

Quite some time has passed since his release, but now v1.1 is here to start off 2025!

Changelog:

 

- Added new mechanics:
 - Parry
 - Air Dash
- Added a Guard Cancel.
- Added a Hyper Combo Finish.
- New palette selector graphic.
- Jump Punch now has invincibility at startup.
- Several sprite fixes.

 

EDIT: v1.1b has been released to fix an A.I. issue where two specials could be performed by the A.I. when airborne despite not having an aerial version.

EDIT 2: Due to issues with low parrying that cause Diskun to stand mid-air after performing Jump Punch, it was removed completely. This will be also done for my other characters that will receive parrying.

  • 1 month later...
Posted

Another update, v1.2.

Changelog:

 

- Axes from Axe Toss now disappear when they touch the ground, rather than going through it.
- Bomb's sound now stops playing when it or Diskun is hit.
- Slight A.I. adjustments.
- Slightly altered the shading in the 12th palette.
- Added one more victory quote.
 

Posted

Not long after v1.2, another update has arrived!

Changelog:

 

- Revamped gameplay and combo system - Diskun now only uses three buttons for normals, though there's a catch - you can now chain a light normal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move Diskun forward a little.
- Dodges, power charge and the throw now use their unique buttons, using A for dodges, B for the power charge, and C for the throw.
- Changed a couple of specials and hypers' inputs to be consistent with the three-button setup for normals. Each hyper now uses only one 
button as a result.
- Added a ball compatibility.

  • 1 month later...

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