fraymakers if it was good

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Author: Kactus

Last revision: 10 Mar, 2025 at 20:43 UTC

File size: 1.81 MB

On Steam Workshop

Description:
This stage modifies the Fraymakers engine a lot to be gooder™

Full list of changes:

Added Ledge Trumping.

There is literally no way to remove ledge invincibility, so as of now the game pauses until it runs out to hog ;P

Ledge options like Ledge Attack and Ledge Roll no longer hog the ledge after the IN animation.

This basically just means that someone else can grab during these animations and it wont trump you off.

Ledge Rolls end 10 frames earlier.

Idk why they’re so slow normally, their only use is ledge hogging which is lame asf.

Ledge Attacks now have Invincibility until 1 frame after the hitbox comes out.

It’s weird that you can just punish these before they come out, it’s like they wanted the only viable ledge option to be jump or smth.

Replaced Fray Shields with Smash Shields.

Not final, may revert to normal fray shields if they make them not jank.

Added extra Shield Stun but also the ability to Parry during Shield Stun.

Also not final like above, but this seems fun from testing.

Added Neutral Airdodges.

This just uses spot dodge for now, can be buffered out of hitstun tho.

Airdashes made weaker, but now have less landing lag.

This is to help make combos not as long, now are more of a neutral tool, and can help you get out of disadvantage with the very decreased lag on empty airdash.

Added Attack Clanking.

Acts mostly similar to smash clanking, except that aerials can also clank but only with the same type of move. so 2 grounded moves can clank with each other, and 2 aerials can clank with eachother, but a grounded move will trade with an aerial one.

Added real Wall and Ceiling Teching.

just uses grounded neutral tech animation, you can guess why these are here.

Gravity and Terminal Velocity get shifted closer towards an average when in Hurt States.

This is for weird cases like watcher and orcane, that fall WAY faster during combos and just feels weird, there’s still varied gravity during hitstun for different characters, but just to a lesser degree.

0.9x multiplier on hitstun (moves with set hitstun remain the same)

Once again, this is to make combos not last as long, and to make confirms not as free.


This stage is intended for Base Cast use, and to make it more bearable, but for Custom Content you can:

  • Use the unused "shieldDamageMultiplier" hitbox stat to make your moves deal more shield damage. For example, if you wanted a shield breaker move.
  • Check the stage’s exports to see if it’s being used on this stage, and change things accordingly.
    if (stage.exports.frayifitwasgood != null){ //do stuff }

    This is mainly for removing any custom shield or airdash stuff your character has and letting the stage handle it to avoid weirdness.