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Combo Babies

 
Controls UX UpdateApr 16, 2023 - Community AnnouncementsThis is a small update that prompts players with the control screen on first launch. This will help prevent the issue where some players couldn't find the controls menu. In the new version, players won't be able to even view the character select screen without having already assigned their buttons and left axis. We hope that this change makes the first boot of the game more accessible. We've also introduced performance improvements, and some pretty substantial UX overhauls that should allow controllers to more readily navigate the entire menu. So no more using the Enter key to select combo trials. Enjoy :)Peer to Peer netcodeMar 26, 2023 - Community AnnouncementsConnections and stability should be better than before, enjoy :)1.02r Desync PatchJun 24, 2022 - Community AnnouncementsThis update fixes some of the major desync issues with Combo Babies netcode. For technical details: The game now uses a blank save state to reset the characters between rounds rather than a hard coded reset. It's very possible the old desync glitch was likely caused by a variable not properly resetting between rounds. This discovery regarding the netcode was made while working on our new upcoming project. Patch Notes for 11/28 (1.02f)Nov 28, 2021 - Community Announcements11/28 (1.02f) +Harold's charge dash special now has an armorless end lag state. +Harold's j2c has a new animation where he becomes a meat.Patch Notes 11/4Nov 4, 2021 - Community Announcements11/4 (1.02d) *REX* +214d now can parry throws. *AESTHIR* +Teleport dash is now 30% faster and can dash dance cancel like the rest of the characters. (Trial 6 was updated) *BRENTLEY* +Crouch state hurtbox is now 25% shorter than before *ICHIRO* +Crouch block state hurtbox is now wider than before in order to match the artwork +214b now goes higher vertically in order to diversify it from 214a more *DR. DESINKE* +Crouch block state hurtbox is now wider than before in order to match the artwork +46a has been reworked to have some jank movement which now causes cross up on block and corner carry on hit *LUCEY* +Crouch and crouch block states are now ~25% shorter than before *SERI* +214C is now +10 in block instead of -10, despite this it still has a lot of pushback, but it can now frame trap reversals if you use 214B immediately afterward due to 214B's far forward travel *HAROLD* +Harold's throw tech animation (which occurs if either player throw techs) is now uniquely fast, and has no pushback, which allows harold to continue aggression after a throw tech rather than forcing a hard reset to neutral.10/20 Patch NotesOct 20, 2021 - Community Announcements10/20 (1.02c) Changes AESTHIR +Grab animation has been aesthetically touched up and also the hitbox has been changed to match the animation, this is a decent buff by proxy +Charge special has been reworked to remain a long range command grab but have less end lag and look prettier, the hitbox is a tiny bit less disjointed and a tiny bit larger, 46a has slightly less knockback in order to make it easier to link moves into, 46b slightly send the enemy towards you for the same reason, and 46c is unchanged REX +Parry has been reworked to include more counterplay while still trying to make Rex feel fun, so the goal is to make the matchup more fun for both players. Parry A transitions into a vulnerable forward dash that can cross up. Parry B cancels into a similar back dash. Parry C has no transition animation because it's already so slow. Parry D is now kind of a new move, it uses the j2c animation to create a multi hit corner carry beyblade move that rises into the air on hit and was adjusted to just look and feel as sick as possible SERI +j5b now does 12 up from 6 +trial 7 and 9 had to be redone as a result of this BRENTLEY +236A can now link into aerials due to having decreased horizontal knockback LUCEY +214abc have been reworked. A now goes forwards and this naturally leads to some wild new tech where for example the buffered input for 214 can actually be used twice if you tap A two times over the heads of enemies. 214B and C go farther back giving lucey more wall snap distances in the corner. As always they can rekka into the same button which means lucey can now approach forward with a rapid j.A ICHIRO +Tornado now properly causes knockdown when launching enemies HAROLD +J2c is now very slightly faster falling. DR. DESINKE +236a's throw animation is now the same speed as 236bPatch Notes 10/13Oct 13, 2021 - Community Announcements1.03b4 -Ichiro's tornado no longer is able to whiff punish No other changes :) EnjoyWeek 3 Patch NotesSep 28, 2021 - Community Announcements9/28/21 (1.02a) Changes +Harold 6d (grab) is now armored. In an already armor filled deck of neutral options, this makes sense to add as a mixup considering that harold's normal grab was unpopular anyway due to being techable +Harold 2c does 24 instead of 18. The command grab damage nerf plays out how I wanted, so this gives harold a splash of damage on one of his loop pieces that doesn't pop up as frequently as the command grab but also emphasizes the impact of the clap (more damage means more hit stop) +Rex parry no longer gets hit by moves with active frames +Aesthir's 6a now has a little more startup, a little more end lag, 6 more damage, and slight hitbox changes. It still isn't whiff punishable. this is kind of a rework of the move in order to make it more fun to fight against without really taking that much power away from it (due to the increase in damage making up for the decrease in speed) +Aesthir's pool balls now have a max speed. This also gives enemy moves a more distinct angle against them. Fixes +Rex forward special no longer can land cancel (this is a fix). +training mode resets now apply to a handful of important variables that otherwise were able to cause training mode glitches +refactored all of the game manager code, mainly so that all the variables are in one place, and then i double checked every single variable to see if it could be causing desyncs. There is only one potential thing I changed and I have no idea if it fixes the desyncs but I tested it by playing 3 matches against myself and didn't desync so who knows. This was the last massive chunk of code that I had to sift through in order to double check that there are, without a doubt, absolutely no variables in the entire game that could possibly be causing desync. so if desyncs still occur, it has to be in my rollback implementation and not the save states.Week 2 Patch NotesSep 21, 2021 - Community AnnouncementsDiscord: https://discord.gg/mC9HbP2Naz Added: +each character got 2 new skins based on community requests in the discord +combo trials now reset 30 frames after you do an incorrect move in order to give you time to see what move you did incorrectly +added auto trial progression as an option +you can leave the pause menu with B button or with pause button +you can press 4pause or 6pause or 8pause for different training mode resets +ichiro has a new 214abcd which is a kick flip, you can hold up or down or neutral(which goes up) to choose a direction when you begin ichiro's 214d wall ride +lucey can wall run with 236abcd and 214abcd now +there is now a little red ui crossout to display if you are locked out of burst or not +2pause now resets to center, and 5pause now resets to the previous side you reset with, and it also remembers if you swapped +added reversal options (5a, 2a and recording) and an option for random block Changed: +rollback is 30 frames instead of 10 +duke stand b now juggles better (it is not a launcher) this allows for 2b (dash) -> 5b(jump) -> double jump -> air c -> bomb on oki or true combo depending on how you time it. fun +reduced camera zoom max value +reworked ichiro's air c to be more fun and have better game feel but more precise +made it so pause is 2x shorter in training instead of 10x shorter +burst particle effects now are a little more clear on which type of burst you did (yellow blue or red) +aesthir 5a, 5b and 2c have had aesthetic reworks but work the same +aesthir 6b and 6a have been essentially completely reworked from scratch +aesthir's damage reduced on j5a first hit, 5b, and j5b +aesthir j5a has less active frames towards the end, this is actually unlikely to affect much since it is usually canceled before this applies +new aesthir 2c animation +training mode has a little bit more time before auto resetting from trials (60f on success, 30f on fail due to wrong move) +aesthir j5b has 3 hitboxes in an arc with different timings that have different ball angles +air blocking puts you into a light knockdown guaranteed, air blocking can no longer cause wall bounce or ground bounce +baby cancel provides +5 advantage instead of +20 +dr desinke's bomb physics are being changed to be more bouncy +aesthir has a new super +aesthir j5c has new animation, hits once +aesthir 5c has a new animation, deals 6 instead of 18, has a new close hitbox where there used to be a dead zone that launches straight up +aesthir 236d and 214d are no longer invincible +seri j5b has 2 more startup frame, 2 more end frame, a hitbox that more accurately matches the art +seri 236d: 24 damage -> 18 damage (if all 3 hit) +seri j5a: is now a disjointed hitbox +the first hit of ichiro 236c does 6 instead of 12 +ichiro 2c now has a more accurate smoother animation +harold 214d can now be jump canceled, comes out much faster, and launches, but does 24 from 30 +harold special throw does 6 from 18 +"hit string" is now in blue +you can now cancel a baby ...First Discord Tournament 9/18Sep 18, 2021 - Community AnnouncementsThe brackets: https://challonge.com/combobabies https://challonge.com/combobabiesAD The discord: https://discord.gg/EyHu9JxH Thanks for playing!Week 1 Patch NotesSep 14, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/41123973/15d5107d401a48cbf04073c3c736146f7bdd03bb.png Additions: +added clashes (previously port priority determined who wins if both hitboxes were on the same frame) +new training stage +about 10 new skins +fullscreen toggle +resolution options (you can play low res while in fullscreen) +you can now queue while in training, this will be a very good feature to have if and when more players show up lol +aesthir's trial 8 is a new trial Changes: +aesthir's 236d now has a "hit cooldown" and a large launch value which means it can juggle the enemy across the screen which looks way sicker and also is slower so you can stack them up or do setups with it +redid a ton of combo trials +changing brentley 214d to not be a launcher, so that it retains its sick air jugggles but also works otg +set max rollback frames to 10 from 49 for now, in the hopes that stability improves +ichiro's 214abc have been reworked to be more physics based, so in order to get value out of the moves you have to install your current momentum into them, that said the moves are preeetty useful now as sort of like a nair/crossup out of air dash or whatever else the heck you can think of to do with them +counter hit is now 16 frames instead of 28 +block strings now say "hit string" instead of "hit combo" on the ui +aesthir j5b and j5c have gravity and no longer halt your momentum, this generally makes characters feel better since it makes their movesets more physics based while also playing more nicely with the IPS +aesthir 5b launches on the ground at a low angle, so if you launch with aesthir you now have a 50/50 choice when reaching the B button in a gatling on which angle you want (5b vs 2b) +aesthir's lasers now travel twice as fast, this prevents aesthir from stacking up lasers on the screen which was mostly just annoying but also makes the lasers work even more closely like the falco ssbm lasers they are inspired by Fixes: +Fixed a longstanding netcode glitch involving last hits +Fixed a glitch where enemies weren't being pushed all the way to the edge of your bounding box if you for example overlapped them by 1 unit by jumping