I followed your installation guide to a T, so i'm unsure what i'm doing wrong. starter(251 dmg): 6a up to 4 times depending on spacing, c, c-rapid 4b can combo without rapid into 6a, b, and 4c at the right range. If I'm being completely honest, I'm a bit disappointed that LA Live and Staples Center isn't on this map. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar. Accounts: Added Carb, Meat, and Spice as name options, Online: Added infrastructure to support new handshake server, Private Match: Fixed bug where you could double-click JOIN, creating orphan connections to the handler, Lobbies: Fixed bug where selecting a custom rotation did nothing, Local Versus: The win screen now shows a two prompts and requires both players to hit rematch, Lobbies: The host can now forcibly move other players to spectate and vice versa, Lobbies: The host can set different rotation options: Winner, Loser, or Random, Lobbies: The lobby settings (roundtime, rotation, etc) are now visible in the lobby view, Changed Garlic: DashBack > Roundhouse startup reduced 18 > 12 to match normal Roundhouse, Changed Garlic: DashBack > Roundhouse forward movement greatly reduced, Changed Garlic: DashBack > Trip replaced with DashBack > Jump, Animation: Rice has been fully animated and polished, Animation: Rice has new options for alternate colors, Changed Rice: Swat hitbox has been slightly shrunk to better match art. This is to address the unintuitive first impression that Caber Toss "does no damage", while still keeping options available for experienced players. Pressing Escape again will exit to Character Select, Loading: Moved sprite mirroring into memory, Players with a strong internet connection or slow machine will experience slightly longer Loading times, Total package size has been reduced 35%, decreasing hosting costs and bandwidth usage. 1. And hey its a big fuck you to so many poverty sticken gamers who just wanna see how cool your work is. The new slide should help in the difficult Noodle/Rice matchup (making it easier to armor through Whip), but hurt in the easy Onion/Garlic matchup (Chop is now easier to punish on a close block/whiff). Please report any new loading or rendering bugs! I always appreciate another excuse to play the game again! -(b > b >) 6b sends at high angle, can follow up much better -4b is slower, but has frame 5 armor and deals 0.18 instead of 0.07, with 0.05 chip. Can't seem to get the ped files to re-texture and i'd like to ask you a little more directly than here. Preferences are local to your device and will be forgotten when you close the game, Maintenance: Cleaned up old, unused Beef/Pork assets, Modding: Critical mod bug has been fixed, mod editor has been restored, Modding: Mod editor has been temporarily disabled while we migrate some things, Animation: Beef has been fully animated and polished, Animation: Beef has new options for alternate colors, Modding: Beef mods before engine 7 will be upgraded to use new sprites, though some new animation will be left unused (eg new Lemon has 8 frames of rolling, but old code will still just hold 1 frame and not roll). Please give this a try and let us know if the matchmaking feels better or worse! Counter hits occur when you hit the opponent during the startup frames of their attack, Normal combo damage scaling goes 100, 100, 90, 80, 70, 60, 50, 40, 30, 20, 20, On counter hit starter, damage scaling becomes 150, 100, 90, 80, 70, 60, 50, 40, 40, On counter hit, the word COUNTER appears above the combo counter, The counter hit combo counter is pink instead of red (until RAPID, when it becomes purple as per usual), Jump attacks cannot be counter hit once airborne, Training: Add option to Force and Randomize counter hits, Frame Data: Added combo scaling information, NOTE: This mechanic is designed to create a niche for double RAPID combos and reward confirming. Your email address will not be published. (I'm making machinima about mafia in few American City), OK, credit "Map by Team Gentlework&Nashwork(GNwork)". Lobbies have been reworked a lot under the hood. In earlier posts I showed off some of the new status effects and new skills, and this time Im showing you some of the new weapons in the mod. And you can chat about Mods in the #ebf-mod-discussion channel. Existing mods have been converted to use keepOnStage to maintain behavior (onScreen was misleading), Modding: SequenceConfig.projectileLimit added. If you want your character to be invisible, either use (sprite: undefined) or remove the sprite line entirely, Modding: RemoteAnimationConfig.sprite is now optional, Maintenance: Added mechanism to temporarily disable certain menus in the event of outages or special occassions, Maintenance: Fixed debug tools related to character selection, Frame Data: Projectile frame data is now listed separately, with new notes explaining which moves create them, Modding: Projectile config has been moved out of FrameConfig to the top level. Buffed Noodle/Rice: Whip Splash can now be RAPID cancelled on block. and buffs the overall damage of Rice's meterless antiair, Simplified Swat and Spike to function as 1 attack (1 scaling, 100 meter, etc), Palm hard knockdown gives more options for how to end certain midscreen combos and prevents an issue with the new Chop cancel, Palm > Chop lets Pork confirm a grounded combo into meterless oki at the cost of damage, Chop's travel distance increased to make Palm > Chop hit reliably, Lobbies: You can now create and join a lobby without logging in, Lobbies: If you are not logged in, you will be assigned a temporary account in the form of "Anonymous (noun) #1234", Lobbies: You can now share a direct link to a Lobby by clicking on the Lobby ID, Lobbies: The Lobby view has been slightly restyled to make more room for user names, Private Match: The format of the direct link has been changed from "pm=" to "join=", How to Play: Combined the two intro screens into one to improve the first time player experience, Training: Fixed bug where BURST - ALWAYS wouldn't trigger sometimes, Maintenance: Refactored projectile state tracking and loading in prep for upcoming engine changes, Modding: FrameConfig.remote.drawBox.center.y now tracks correctly instead of being forced to the character's center.y, Lobbies: Optimized client memory usage when loading mods, Minigame: Fixed issue caused by user-set controls conflicting with the default puzzle controls (Arrow Keys), Online: Updated network code to more aggressively detect and correct desyncs caused by packet loss, Replays: Shrunk the size of the portrait to better fit on certain screens, Replays: Removed the character name if the player tag is present (now you can refer to the portrait), Menu: Added (no music) option to the music box in the top right, Menu: Set the music box to a fixed width for more consistent design, Menu: You can click the left music note in the music box to go backwards in the track playlist (clicking anywhere else is forward), Online: Fixed input boxes expecting numbers (PM and Lobby codes) to only allow numbers for easier copy/paste, Frame Data: Moved up a menu layer to Extras, Debug Tools: Added new submenu Debug Tools under Advanced Extras, Debug Tools: Added ability to save and load replay dumps for easy sharing, Maintenance: Updated development scripts and dependencies, Replays: Added character portraits to the Replay Menu, Replays: When viewing the menu, the winner is now indicated with a ring around the portrait, Menu: Added the music changer from Lobbies to the top right of most menus (disabled on mobile), Menu: Clicking the version box in the bottom left will open the status page (disabled on mobile), Lobbies: Anyone can now copy the Lobby Id to clipboard by click on the ID in the top left, Options: Added "Custom Controls" option at the top when on Desktop, Options: Fixed scrolling issues when navigating with keyboard/gamepad, Modding: Added Random button to the bottom of mod select when there are 2+ mods uploaded, Modding: Fixed scrolling issues when navigating the mod select with keyboard/gamepad, Sound: Added sound effects for RAPID, BURST, and REJECTION, Sound: Added new sound effect for when you fill a bar of LOVE meter, Modding: Fixed all instances of "hopkick_0003b" and similar sprites to no longer have the "b" suffix, Modding: All old mods and references to hopkick_XXXXb should by fixed by the engine 11 update, Modding: RAPID, BURST, and REJECTION should get their new SFX added by the engine 11 update, Modding: Added the new SFX ids to the mod docs, Maintenance: Cleaned up unused assets and dependencies, Modding: For security/safety reasons, mod file formats have been changed from .js to .zip, Modding: You can no longer load your old .js files directly into Versus or Lobbies, you can only load .zip, Modding: You can still load old or incomplete mod files via the Modding menu and then use Save or the new Bulk Updater to get the new .zip format, Modding: Added button to download mods while in Versus and Lobbies, Modding: The default naming scheme for Mod files has been improved, Modding: Improved error handling and messaging when uploading invalid mods to Versus or Lobbies, Modding: Error popups are no longer strangely huge, Desktop: Removed old, unused Pork sprites, Hall of Fame: Added link to Birthday Tournament VOD, Gameplay: REJECTION now has 10 frames of hitstop (you can feel the impact better), Gameplay: Meter gained when your attack is blocked reduced 100 > 80, Buffed Pork: Caber Toss damage increased 10 > 80, Nerfed Pork: Caber Toss damage scaling increased 1 > 3, Nerfed Onion/Garlic: Sweep damage reduced 80 > 70, Nerfed Onion/Garlic: Roundhouse damage reduced 90 > 80, Nerfed Onion: Hopkick damage reduced 100 > 90, Modding: Added "hitstop" to AttackConfig, see docs for more info. Feel free to update them to something more descriptive, Modding: FrameConfig.isProjectileInvuln has been renamed to FrameConfig.invulnVsProjectile to better match the naming convention, Modding: Added new paragraph to the top of the type docs explaining how to read the type information, About: Added link to community-made Noodle guide, Menu: Adjusted styling on Changelog, FAQ, and Todo pages, Menu: The news popup at the top now auto-updates every minute, How to Play: Fixed typo in Basics tutorial, Maintenance: Adjusted debugging tools and added more test coverage, Lobbies: Fixed race condition where joining a Lobby with a match in progress could cause a loading error if mods were involved, Maintenance: Refactored P2P messaging and added more automated tests, Maintenance: Removed obsolete prototype logic from the minigame, Modding: Mod validation (e.g. Cookie Notice > Please report any bugs or weird behavior! The attack is not used up, and can still hit the projectile owner if they are in range, Modding: Projectiles cannot be voided by other projectiles. However, in situations like neutral, blockstrings, and anti-airs, Parries should be functionally unchanged. About: Added link to the new events page: Menu: Added a few solutions for common network problems to the FAQ, Menu: Fixed bug where you could not Emote using the keyboard on a few menus, Training: Separated settings for P1 vs P2 blocking, with P1 defaulting to Enabled and P2 defaulting to Auto, Maintenance: Added stats to track usage of Block List, Online: Added "Block List" to Casual Match, > You can now block players for 24 hours at the match confirmation screen, > This allows you to stop endlessly rematching against the same opponent, > You must be logged in to block. EBF2 Mobile Version: God is smiling down on the modders bringing joy to bored cagey broke ass gamers everywhere by keeping this game fresh and amaziing. Allows you to set a place on the stage to reference later, Modding: RemoteConfig.offset added. Deals 0.05 blue damage on block. For when you actually want to manipulate the size of the sprite, Modding: RemoteConfig.drawBox removed. Hall of Fame. Should help with spectator rollbacks, Lobby: Fixed bug where Spectators might not get post-KO inputs, Fixed meaty attacks to grant additional frame advantage, You can no longer cancel into other attacks or RAPID if your opponent parries, Advantage for all blocked light attacks increased +0 > +1, Buffed Noodle/Rice: First hit of Slap can repeatedly cancel into itself by pressing H, Changed Noodle/Rice: Damage for first hit of Slap reduced 5% > 4%, but second hit increased 5% > 6%, Nerfed Noodle/Rice: Fist/Swat chip damage reduced 5% > 4%, Nerfed Beef: Cannot start Lemon attack if there's already one on screen, Nerfed Beef: Lemon chip damage reduced 5% > 4%, Nerfed Pork: Chop can no longer RAPID on hit or block, Buffed Onion/Garlic: Roundhouse now does 2% chip damage, Buffed Onion/Garlic: Roundhouse's extended hurtbox disappears near the end, making it harder to punish on block, Nerfed Onion/Garlic: Adjusted hitboxes & hurtboxes such that Sweep will still go under Meat Punch, but NOT go under light attacks, Buffed Onion: Increased slide distance after landing. Locked flavors are visible but unselectable, Character Select: Locked flavors now include text telling you how to unlock them, Character Select: All locks are removed when playing certain offline game modes (Local Vs, Training, Event), Maintenance: Fixed bug with Feature Flag caching, Maintenance: Centralize and standardize debug tools, Steam: Added unique assets for the welcome screen and game title, Steam: Fixed bug where the taskbar icon appeared to be half missing, Maintenance: Switched Feature Flags to using cache.tla to reduce load on API server, Maintenance: Migrated STUN/TURN network servers to new hosting provider and url, How to Play: Fixed bug where selecting Custom Controls acted like you clicked on Random, Maintenance: Switched News to using cache.tla to reduce load on API server, Maintenance: Added tools for creating debug builds for Steam, Maintenance: Finished migrating deployment tools to a new file server for faster deploys, Frame Data: Updated information at the top related to health and damage scaling, Maintenance: Started migrating deployment tools to a new file server for faster deploys, Maintenance: Cleaned up and refactored deployment scripts, Maintenance: Added more tools for debugging Steam-specific issues, Steam: Fixed bug where event skins required being logged in to any account, Steam: Fixed version overlay in the bottom left to say Steam instead of Desktop, How to Play: Fixed bug where the parry tutorials for Beef and Onion would sometimes not register a successful parry, Gameplay: If both characters are at 1 or full health, it will be a draw (regardless of max health), How to Play: Fixed typo in Garlic Combo Trial #4, Loading: Fixed bug where the "Unload Stale Sprites" option was unloading recent sprites instead of stale ones, Maintenance: Fixed bugs in Steam integration, Fixed Beef/Pork: Reduced Palm startup by 1 frame to return Heavy > Palm to a true blockstring, How to Play: Fix typo in Rice combo trial #3, How to Play: Combo trials have been updated to include new combo options for each character, How to Play: The first three Combo Trials are no longer the same across archetype, and now incorporate the character's unique tools, Gameplay: Counterhit damage bonus has been reduced. 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