TASS 1.1.0 Update


Patch Notes


1.1.0

The Feedback Update! 

Dexter Changes

Alts:

- Replaced pink hair alt with an alt based on Fusion Dexter from FusionFall

- Added proper shading to blue Dexter’s coat

Jab 1:

(+) Can now jab-lock the enemy

Jab 2:

(+) Can now jab-lock the enemy

Forward Air:

(+) Reduced Start-up (24 frames -> 18 frames)

(+) Reduced Landing Lag (18 -> 12)

(-) Removed Landing Lag Reduction on Hit (9 -> 12)

(+) Increased Lifetime of Laser (10 -> 15)

(+) Made Laser come out faster (9 frames -> 1 frame)

(+) Reduced EndLag (24 frames -> 15 frames)

(-) Reduced Laser Knockback (7 -> 3.5)

“Forward air was simply too slow. We reworked its speed to help it be more tangibly useful and consistent at spacing and dealing damage.”

Back Air:

(-) Increased Start-up (7 frames -> 12 frames)

(+) Reduced Landing Lag (9 -> 8)

(-) Increased time for hitboxes to come out (3 frames -> 6 frames)

(+) Increased Lifetime of all hitboxes (3 -> 6)

(+) Increased Damage of Sweetspot (8 -> 10)

(+) Increased Knockback of Sweetspot (6 -> 8)

(+) Increased Damage of Sourspot (4 -> 5)

“Back Air didn’t feel like it had any punch to it. Dexter lacked killpower in his normal attacks. A retooling was needed. Back Air is now slightly slower and has good killpower to reward getting up and close with your opponent, supporting his glass cannon playstyle.”

Forward Slam:

(+) Added sweet spot to reward good spacing

20 Base Damage

9 Base Knockback

Down Slam:

(-) Reduced knockback ( 10 -> 7)

Down Special:

(-) Reduced Counter and Reflect Time (60 -> 36)

(=) Changed Counter Damage (7 -> damage * 1.15) 

(-) Reduced Knockback (10 -> 4)

“Down special had a severe issue with how it dealt damage and knockback. It has been reworked to always do low knockback, and the damage is now based on the attack that you countered.”

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Grim Changes

Dash Attack:

(=) Changed animation speed

(+) Made hitboxes more consistent

(+) Increased Final Hit Damage (5 -> 7)

(-) Decreased Final Hit Knockback (8.5 -> 4)

(+) Increased Final Hit Scaling (0.6 -> 1)

Up Air:

(=) Hits 1-5 Hitlag (7 -> 3)

Forward Slam:

(+) Increased strong hit damage (17.5 -> 18)

(+) Increased strong hit knockback (6 -> 8)

(+) Increased top hit knockback (5.5 -> 6)

Down Slam:

(+) Increased Knockback of both hits (5 -> 7)

(+) Corrected Second hit damage (9 -> 10)

Up Slam:

(=) Made hits 1-3 fixed knockback

(+) The final hit lands consistently now 

(+) Increased hits 1-3 Damage (3 -> 5)

(+) Increased hit 4 Damage (5 -> 7)

(-) Reduced hit 4 knockback (15 -> 8)

"Grim's weak hits and strong hits both had one thing in common…  they didn't kill. Hopefully these tweaks and buffs help make Grim feel like a powerhouse like he's meant to be."

Up Special:

(-) Landing Lag (2 -> 2)

(-) Rising Startup (1 -> 12)

(-) Rising Hitbox Startup (7 -> 12)

(+) The Rising Hitbox has been changed to help link the first hit into the second.

(-) Falling Hitbox Base Knockback (30 -> 15)

(+) Falling Hitbox hitstun (10 -> 40)

(-) Vertical momentum stays constant.

“You could use Up Special after a jump to gain a lot of height. This wasn’t intended.”

(=) The animation before falling has been slowed down.

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Mickey Changes

Up Air:

(-) End-Lag On Hit: (4 Frames -> 16 Frames)

(-) Scaling: (0.2 -> 0.4)

“This move was simply too spammable and too easy to chain together, so we made it trickier to link together, but not impossible.”

Up Special (Paint):

(-) Initial Speed (12 -> 9)

“Mickey’s Up Special was nerfed due to being a great recovery tool on a character who already had multiple recovery tools, and being able to kill very early due to how much height you gained.

Combined with the higher blast zones, it should act as a decent combo ender at high percents, but it should no longer be as oppressive as it was before”

Up Special (Thinner):

(-) Teleport Length (350 -> 234)

(-) Cooldown (0 -> 20)

“The teleports went absurdly far to an unnecessary degree. On top of this, the lack of a cooldown made it possible to spam and become practically invincible against any opponent. The new cooldown should help regulate it’s usage as an evasion tool, and the distance should help keep it better for recovering than paint up special, but not completely ridiculous.”

Down Special (Thinner):

(=) Fall Speed (1 -> 3)

“The bucket not only had absurd stalling potential, but it’s stalling in of itself made using it difficult as you’d have to be grounded to actually catch any projectiles, so it’s falling speed being consistent with Mickey’s default falling speed should allow you to catch projectiles easier, as well as stopping Mickey from having even more stalling options off stage.”

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Spongebob Changes

Jab 1:

(+) Can now jab-lock the enemy.

Jab 2:

(+) Can now jab-lock the enemy.

Forward Air:

(=) Made animation play at a consistent speed

(+) Added supporting hitboxes to the top of the arch.

(-) Spike Base Knockback (7.5 -> 6)

(-) Spike Knockback Scaling (1.2 -> 1)

“Spikes in general are extremely powerful, but Spongebob’s was especially absurd due to it’s ease of use, so we’ve reduced it’s killpower slightly to give the opponent a chance to recover at early percents”

Up Air:

(+) Changed the first hitbox into a magnetbox.

(+) Second Hit Base Knockback (4 -> 6)

(-) Second Hit Knockback Scaling (0.6 -> 0.4)

(-) End-Lag (8 -> 12)

“This attack was very inconsistant. The magnetbox should help it link both hits together to allow for more consistency.“

Back Air:

(-) Cooldown (0 -> 20)

Up Special:

(-) Initial Speed (18 -> 14)

“Spongebob could effectively recover from anywhere on screen if we simply used back air in combination with his far reaching up special. Along with the cooldown on back air to reduce stalling, the height reduction on up special should help keep spongebob’s recovery relatively balanced without feeling horrible.”

—---------------------------------------

Stage Changes

All stages:

- MASSIVELY overhauled the blast zones across the board to be larger!

“Players were dying too quickly on most of our stages so we’ve adjusted blast zones all around to try and make deaths feel fairer! We are still open to feedback on the blast zone sizes and will be continuing to modify them as needed!” 

Doofenshmirtz Evil Incorporated:

- Centered the stage properly

- Removed unnecessary collision boxes 

- Fixed typo on Doofenshmirtz Evil Inc. blimp.

“Oops, lmao”

Jellyfish Fields:

- Replaced “Krabby Day” track with “Grass Skirt Rave” by Piper The Frog

“We weren’t exactly happy with the old alternate theme as it didn’t fit the stage all too well, so we made the decision to replace it with a more fitting song. Krabby Day will still be up for download on Gamejolt”

Shattered Gateway:

- Added a new alternate track “Brink of Collapse” by Piper The Frog

- Added Kenny from South Park to Shattered Gateway

“Oh my god, they killed Kenny”

- Fixed issue where specific characters would only spawn in one location resulting in them being less common overall

Steamboat Willie:

- Adjusted collision on the underside of the boat

The Shrink Ray (Dexter’s Lab):

- Changed the background size.

Endsville

- Fixed typo on stage select screen

- Moved spawn points lower

Misc Changes

- Added dedicated button graphics for the profiles button and the controls button

“We quickly became aware that players could not find where to create profiles and some even struggled to find the controls menu itself, so we knew we had to add more of an indicator that those funny little squares under your character render do indeed set up profiles and controls! This should hopefully solve any issues relating to that, as the buttons now glow very bright and move subtly, as well as light up when hovering over them to indicate that they do something when clicked on!”

- Updated the stage select screen to have animated icons for all the stages

- Fixed the shield button not being mapped on the default control scheme

“Sorry about that one guys”

- Slightly adjusted the Character Select Screen visuals 

- Fixed the right stick direction button mapping having the wrong icon order

- Removed the option to disable all shaders

“This option completely broke alts and multiple other very important visual aspects of the game, so it was a must that we removed it. You may still turn on performance mode if you’re having any kind of performance issues”

- Added Piper the Frog to the credits

“Check out their music on newgrounds!”

"We hope these changes help polish out the quirks and kinks the game had at launch and help improve the general quality of life for all of our players!"

“As always, stay tooned for more!”

The Toon All Star Slam Team 

Files

(OLD) Toon All Star Slam 1.1.0 199 MB
Feb 04, 2023

Get Toon All Star Slam

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