Beat Boxers Patch Notes — April 15, 2019
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Sorry for the wait, but Beat Boxers now has a solo mode where you can fight against an AI/CPU opponent!
In addition, I fixed a handful of bugs and made some balance changes.
Full patch notes can be found here:
added a single player mode against an AI/CPU opponent
high bpm songs (>120) have their BPM highlighted red (on a gradiant) to indicate their difficulty
added white flash to on-beat block to better clarify that it's a counter
added clash vfx
adjusted zoom timing on parry
Maestra back dash and getup anims shortened
fix: disabled musical sting for supers playing during custom track matches
fix: fixed characters rotating before their attack anims finish (eg Riff's quarter circle attacks if the opponent jumps over)
fix: fixed Riff's qcf and qcb missed grabs to last the length of the animation
fix: blocked attacks no longer halt vertical momentum
fix: clashed attacks in air no longer send you into knockdown
fix: fixed being able to block during parry hitstop
fix: fixed glitch where super move windup vfx might get stuck
fix: fixed case in which dashing direction was relative
balance: restricted jump while block button is held
balance: during a clash, offbeat moves now lose to onbeat moves of the same type
balance: adjusted Riff's QCB to cover the range of the move in a shorter time so that the followthrough miss anim clips less
balance: increased Riff's QCF range to match anim better (1.5x further)
balance: added super armor to active frames of Riff's crouch attack, windup of side attack, windup of QCF grab, and 3rd hit of his autocombo
balance: reduced Riff's crouch attack windup to 1 beat, added 1 beat of recovery