Hello everyone!
Thank you as always for your support.
Let's take a look at this week's progress!
There aren’t many updates this week, so we’ll be skipping the demo update.

About a year ago, we held auditions and selected a narrator, but that person vanished without a word.
The experience was disheartening, and I didn’t feel good about immediately reopening the auditions, so I left the matter alone for a while.
I approached several people afterward, but they turned me down. Although Lucky agreed to take on the role, I haven’t heard back since.
What about me? Absolutely not.
However, I’ve come to realize it’s time to take action, so I announced the reopening of auditions on Twitter.
Learning from the previous mistake of having a month-long application period, this time, it will only be open for one week.
The deadline is the 22nd, so if you’re interested, please apply quickly!
Thanks to everyone’s reports, we’ve received a lot of bug feedback.
One of the most common issues involves bugs that occur during attack trades. Recently, many people have been kind enough to include videos with their reports, which has been incredibly helpful.
However, reproducing these bugs requires frame-precise inputs, which is nearly impossible manually.

To address this, I created a debugging component that allows character actions to be specified frame-by-frame.
I had a similar system before, but it became unusable after I significantly revamped the input system.
Lucky reported a bug where unnatural interactions occur during attack trades.

Using the debugging component, I investigated this issue.

As you can see, it’s clear at a glance: hitboxes aren’t being updated during hitstop frames.
Additionally, there’s another report where throws cause delayed damage motions, resulting in throws being canceled and leading to a “sticking bug.”
Both issues likely share the same root cause. While I couldn’t address them this week, I plan to restructure the flow of attack trade processing next week.
1. CPU Cancels Zd-rike with Another Zd-rike

While working on the debugging component, I discovered the cause of this issue.
Currently, the CPU lacks a system to reject duplicate requests for the same action. As a result, it can perform impossible behaviors like this.
The system for triggering actions via key inputs differs from the CPU’s mechanism, so I’m investigating this further.
Since I’m fixing this anyway, I also plan to make the CPU significantly stronger.
2. Zd-rike Has Too Few Vulnerable Frames
There’s no risk in using Zd-rike, so spamming it creates a significant advantage.
To address this, I increased the total frames from 29f to 40f. While the startup and maintain frames remain unchanged, the recovery frames have increased by 11f, so some guaranteed counterattacks might now be possible.
The original frame settings were based on GGST’s Leo’s “Eristar,” but due to HV’s unique conditions like hitstop frames and knockback hitboxes, Zd-rike became overly powerful.
For now, this is a temporary fix.
Thanks to Lucky for all the reports!
Zdrada’s air D total frames were still using the pre-adjustment value, so they’ve been extended again.
Fixed an issue where the command grabs for Zdrada and Modius were mistakenly treated as normal throws.
Last week, we experimentally added a combo route from 5A to 5B, but unfortunately, it received no feedback.
As a result, this route will be removed again.
Eradicate critical bugs related to matches
↓
Enhance visual effects
↓
Balance adjustments
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Alpha version complete!
Revise the attack trade processing flow
Revise and enhance CPU behavior
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!
The Concupiscent Sith
2025-01-23 00:15:35 +0000 UTC