V2 (STARTER BUILD) Changelog
VibinVendetta [the maindish] » Devlog
Hello y'all! Main programmer somebody407 here! VibinVendetta just got a HUGE update, and we're very excited to see yall try this out! Tons of new characters, stages, a crossover, all that fun stuff. There are probably a lot of smaller changes that isn't listed below, but all of the important stuff is listed below. Have fun with the Starter Build! :D
SUPER BRAWL SHOWDOWN CROSSOVER
Official crossover with Super Brawl Showdown! The crossover includes the following below:
- Sheen Estevez appears as a playable fighter, with a moveset similar to his Showdown appearance!
- House of Pain and Smash Fest are included as playable stages.
- Classic SpongeBob and Lord Nitro make background cameos in the Chaos stage.
Check it out! A few devs of VibinVendetta also worked on it! :D
SBSD Itch.io page
MAJOR CHANGES / ADDITIONS
- New characters: Fam, Pike, Jade, and 2 unlockable characters..
- New stages: Stage32, Pike's House, Delicious Fruit Blossom, Chick n' Stop, Flowerfield, and 3 unlockable stages..
- Burst Mechanic added.
- Changes for all of the V1 characters (see below)
- Soundtest mode implemented
MINOR CHANGES
- Options theme added
- Slight adjustments to certain stages.
- Redone most special icons to be more clear on what they do.
- Additional special icons added for characters who received new specials.
- Improved looping on various songs.
- Replaced the original training frame data display with Phantom.of.the.Server's Attack Data Display.
- Default AI is set 4 instead of 8.
- Default time is set to 90 instead of 99.
- Bugfixes.
CHARACTER CHANGES
General
- Most characters are given second aerial attacks.
- Updated AI for every character.
- General frame data adjustments.
- Adjusted velocity scaling on most characters to account for Burst.
Lilbros
Synopsis: Lilbros got a couple new tools. he was fairly solid as is beforehand otherwise, just needed a couple extra tools to make him stand out more.
Additions
- Has a command normal: Elbow Thrust.
- Now has a new special: Bong Rip.
Balance Changes
- Increased air.back to make his pushbox in the air the same as his grounded one.
- Slightly increased pushblock on Punch 1.
Improvements
- Improved palette seperation. (Includes updated palettes too, only the Sans and Eli ones are noticably different)
Beeni
Synopsis: Beeni was in a very good spot as is, being a very potent fighter while not being too egregious otherwise. Besides having a second aerial, most of Beeni's changes were relatively small QOL changes.
Balance Changes
- Turbo Headbutt has some small changes. It doesn't go as far, decreasing its vertical range but also making it a bit safer if blocked or whiffed. Its hitbox is also a bit bigger to compensate.
- Decreased vertical knockback on Turbo Headbutt, but increased horizontal knockback and added a limit of how much the velocity scaling affects the time so it is more effective as a finisher and doesn't leave Beeni vulnerable at the end of a combo.
- First hit on Kazotsky Kick has increased guardstun so that he can't just be countered while in the middle of the attack.
- Nerfed hitbox on Kazotsky Kick to negate its anti-air ability, moreso so that it no longer overlaps with Turbo Headbutt.
- Increased vertical distance on the second hit of Kazotsky Kick so it is more consistent in combos.
- Soda Pop's projectile can now explode a few frames after it makes contact with an opponent when pressing Punch again, making it much more consistent than before.
- Nerfed damage on his punches to compensate for their speed buffs.
- Lowered vertical knockback on Kick.
- Slightly nerfed backdash distance.
Matoh
Synopsis: Matoh was a very polarizing character in the Appetizer Build, having arguably the most busted move in the game that was way too overcentralizing to his game plan. To hopefully make him a more fair AND interesting character to fight and play, the projectile immunity on his dash was completely removed. In exchange however, he has gained 2 specials, one of which completely removes projectiles. This makes him still able to counter projectiles rather well while hopefully not being as reliant to his Dash Grab as before. However, he also got a brand new meter buff to make his movement way scarier when at full meter. Overall, Matoh is easily the most changed character from the Appetizer version, being essentially reworked in numerous aspects.
Additions
- Now has 2 new specials: Big Shoe and Laser Vision.
Balance Changes
- New meter buff: Can use Dash Grab in air. He loses out of the attack buff but keeps his defense buff.
- Reworked stats of his Dash Grab. Its range was decreased and the invincibility was removed, but goes faster at the start and ends quicker too. His guard cancel window is a bit stricter than before. This is to make Matoh's Dash Grab less centralizing to his gameplan, but the slightly shorter startup makes it a better approach tool.
- Scream now has a longer cooldown (3 seconds -> 5 seconds)
- Punch 1 now comes out faster (5 frames -> 4 frames)
Yellow
Synopsis: In the Appetizer Build, Yellow was considered by many to be a very weak character, falling behind about everyone else in the roster. To make him stand out more when compared to other rushdowns like Samson, Yellow was given a rework in certain areas. Alongside getting many additional tools, a lot of Yellow's stats were tinkered. Yellow is now generally a hit-and-run character, being able to dish out large damage and run away when at disadvantage.
Additions
- Now has 1 new special: Faceplant.
- Now has an air jump.
Balance Changes
- Wind-up Punch's charge time is decreased from 120 frames to 90 frames.
- Generally slower ground movement.
- Faster backdash.
- Hitbox adjustments.
Sumby
Synopsis: Besides the universal changes, Sumby has recieved very minor changes.
Balance Changes
- Decreased priority on Air Attack.
- Decreased hitstun on aerials.
- Air speed is slightly faster.
Majik
Synopsis: Majik received a pretty hefty amount of some bugfixes and minor changes.
Balance Changes
- Increased knockback on Pencil.
- Increased knockback at the end of Air Attack.
- Made hitbox on Air Attack taller.
- Air Attack is now affected by velocity scaling.
Improvements
- Fixed a bug where the Penny would not have a hitbox when it bounces off shields.
- Fixed a bug where projectiles wouldn't apply velocity scaling.
- Fixed palette seperation on certain frames.
- Majik's Snowball Fight animation now shows what projectile she will throw.
- Altered animation for Snowball Fight a tad bit.
- Removed the AI's ability to jump cancel out of Kick.
Other
- No longer fights Evil Blue Monster in Arcade mode.
- Has a special animation that plays when Majik dies while using the second or third palettes.
Samson
Synopsis: Samson was added pretty last-minute before the Appetizer Build's release, which very much shows in said version. As such, Samson was given some new moves to make him a more potent character, while also tweaking his stats around and giving him an important bugfix to make him feel less polarizing than before.
Additions
- Gained a new special: Head Cruncher.
- Gained two command normals: Drop Kick and Sliding Kick.
Balance Changes
- Increased cooldown on Electrolyte (3 sec. -> 5 sec.)
- Now ACTUALLY HAS A HURTBOX on the entirety of his air attack.
- All three hits on Punch 3 now apply velocity scaling as opposed to only one hit.
- Jumpsquat is one frame slower.
- Air Attack does less damage and less hitstun.
- Does generally less damage overall.
- Overtime power gain is now slower, being on par with the rest of the cast now.
- Decreased backdash distance.
- General hitbox adjustments.
Other
- Updated arcade cutscene after defeating Evil Blue Monster.
Evil Blue Monster
Synopsis: Despite EBM being the game's "big baddie", he really didn't feel like that in the Appetizer Build. Due to his slow speed and huge hurtbox, he was more likely going to be hurdled on by faster characters who can stuff out anything he does. As such, EBM was given a handful of brand new normals and some additional changes to make him truly feel like the boss character he is meant to be.
Additions
- Gained 3 new normals: Spartan Kick, Evil Clap, and Devious Dive.
- Can now do his second punch in neutral via Blue Lunge.
Balance Changes
- Added additional frames to his Punch 1.
- Decreased vertical knockback, increased horizontal knockback, increased hitstun and added a limit of how much the velocity scaling affects the anti-air followup of Evil Blue Charge so it is more effective as a finisher and doesn't leave EBM nearly as vulnerable at the end of a juggle.
- Evil Blue Charge and its followups now actually apply velocity scaling.
- Adjusted hurtboxes on various animations to be more consistent.
Other
- Renamed Gamma Charge to Evil Blue Charge.
Files
VibinVendetta [the starter] 484 MB
Apr 23, 2024
Get VibinVendetta [the maindish]
VibinVendetta [the maindish]
It's time.. to avenge our future.
More posts
- V2.1 Update changelogApr 24, 2024
- FINEDec 16, 2023
Comments
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i can't wait to play as pipe