New Stuff

  • New community event system :) Community events now show up in the top right corner of the screen on the main menu. people with the Tournament Organizer role in the official discord server should check out the /event and /help commands (look for the robot icon) to get their own community events shown in the game.
  • Customization changes
    • Custom styles can now have 3 auras.
    • Added new custom style hitsparks.
    • Added new hitspark editor.
    • Added new aura customization options
      • Auras can now be attached to individual body parts.
      • Auras can now be dynamically triggered during certain game states and events.
      • You can now cap the framerate of auras (1-60fps or uncapped)
      • Added “flip with character” toggle. When disabled, the aura won’t mirror when the character turns around.
    • Added credits to styles, visible in the customization menu.
    • Added the ability to save styles you see in the pause menu.
      • Styles can now be made private, for people who don’t want their styles saved by others. Warning: this feature is only for little babies
    • Added several miscellaneous new aura options
    • Updated UI to be more manageable.
    • Slightly increased some slider caps and ranges
    • Some general QOL fixes
    • Added some meta personalization, specifically a custom name color, in the options menu.
  • Added experimental functionality to multiplayer lobbies: resume a saved replay with your opponent.
  • New multiplayer timer options:
    • None
      • Self explanatory
    • Increment
      • Like chess timer, but every turn, a static amount of time is added to the timer for both players. If you run out of time, you will be in “timer debt” and will not gain more time until you have made it up.
  • Default starting distance increased to 125 (from 55).
  • New game setting: “Show Last DI State” (on by default). displays your and your opponents’ DI from the last turn.
  • Added asymmetrical health & meter lobby settings.
  • Popup menu now uses the game theme (thanks fleig for the icons - im really that lazy huh)
  • Modloader: added button sounds, Mutant sprite overwrite support, refactored sound loading, updated credits. (thanks fleig!)
  • Some new QOL replay search & filter features.
  • You can now mute/block other players by clicking on their avatar or name (in chat). blocking is a persistent mute that auto-rejects all challenge requests.
  • Lobby match previews now show more relevant data, like healthbars and number of spectators.
  • You can now view a list of players spectating your match.
  • Chat history is now persistent, and you will receive much or all of the chat history when joining a server.
  • By clicking your own challenge button in the steam lobby, you can set your status to “busy” and nobody will be able to challenge you.
  • Backup replays are automatically stored every turn.
  • Added option to cap the framerate to 60fps.
  • Added vsync option.
  • Added audio sliders to the options (thanks fleig)
  • Added 0.75x speed playback option.
  • Added 0.5x prediction speed option
  • Improvement to the slow motion camera - now is framerate locked with the replay.
  • Super moves now show the super level.
  • Added hotkeys and more hotkey remapping settings, found in the options menu
  • You can now nudge XY plot values with arrow keys (credit to Ace of Shades and BLOODWIING).
  • You can now restart the replay while watching it, or between turns.
  • The burst meter now shows the whiff cancel threshold.
  • F1 toggle now hides other UI elements that previously weren’t being hidden.
  • Ctrl+S will save replay now without having to open the pause menu and click.
  • New game setting: Burst Parry Damage
    • Combo damage scaling after parrying burst is now a distinct parameter from damage scaling after parrying any other melee attack. both still default to 0.85.
  • Added option to display precise health count.
  • Stole the QOL mod feature that shows next-turn information in a more readable place. optional, disabled by default. thanks fleig
  • Lobby settings can now be permanently locked, such that even server owners can’t change them.
  • Improvement to speed lines’ stability. also they fade out near the characters now, not the center of the screen.
  • Unparriable projectile hitboxes now appear a magenta color.
  • Can cancel spectate requests now.
  • Playback hotkeys can be used without the playback window. Must be changed in the settings.
  • Default lobby size is now 32 players.
  • Max lobby size is now 64 players (experimental, might roll this back for performance reasons).

Bug Fixes

  • Possible fix to the game wiping save data
  • Experimental fix to inconsistent projectile clashing behaviors.
  • During combos, the DI wheel now correctly displays the modifier value of the next hit, not the last one.
  • Experimental improvements to prediction correctness.
  • fixed block not working after pushblocking if you had previously whiffed a block during a combo.
  • merged some bugfixes from TriMay and ddf9795. thanks!
  • merged more QoL and bug fixes by emythegremlin. thankyou!
  • Rematch menu now hidden if the opponent re-syncs (fix courtesy of casual-ty)
  • Experimental fix to multiplayer netcode stability - hopefully fewer stuck games?
  • Fixed bug preventing replays saved from spectator mode from being editable.
  • Fixed incorrect mouse-position calculations when the camera is zoomed in or out
  • Experimental solution to projectile parry chain prediction bug incorrectly showing the character being able to parry a projectile after the chain window ends.
  • Ninja’s Pull and Robot’s LOIC direction can no longer be changed while not actionable.
  • fixed client-side prediction desync with Ninja’s pull and Robot’s fly toggles.
  • Experimental fix to modded characters showing up as “Null”
  • Fixed bug where angled attacks give extra meter.
  • Fixed bug where whiffing throw would later cause throw tech to fail.
  • Fixed bug where whiffing block would later cause block to fail.
  • Fixed super effect showing at the wrong position.
  • Experimental performance improvements when lots of objects are added to the game. might break some interactions, esp with projectiles.
  • Possible fix to the replay challenge/resync feature breaking during combos
  • Fixed the character select screen not showing extra style colors on character portraits
  • Proration should now be decided on the first hit, not the last, of multihit attacks.
  • Possibly fixed 0 start distance bug
  • Added a lot of hooks for mod makers.
  • Experimental memory leak fix (thank you Furious)

All Characters

  • Major focus on reducing general combo damage and reducing swingy gameplay for all characters. Games may last longer, but there should be more interesting gameplay instead of spending the whole game in a combo.
  • New mechanic: DI proration. Positively prorated combos now start with an appropriately scaled DI modifier (doesn’t affect the first hit). This means high-proration attacks (mostly jabs and projectiles) will allow you to DI out more quickly, reducing their effectiveness.
  • Projectile attacks have had their chip damage modifier reduced from 33% to 25%.
  • Throw tech now works on frame 0.
  • Burst
    • Increased combo proration (+0 -> +3)
  • Fall
    • no longer has a minimum air time of 3 frames on repeated Falls.
  • Roll
    • Now has its own form of projectile immunity that can ignore some projectiles even if they typically bypass projectile invulnerability - currently avoids Spark Bomb and LOIC.

Ninja

  • Boost
    • No longer usable after blocking.
  • Caltrops
    • Is now interruptible on the opponent’s turn after 13f.
    • Opponents can no longer affect your caltrops with their DI.
    • Throw hitbox no longer affects it.
  • Grappling Hook
    • Pull no longer usable after blocking.
    • when pressing Pull and Detach at the same time, Ninja will pull for 5 frames, then detach.
    • Pull status should now be updated in the UI for both players.
  • Sticky Bomb
    • Fixed prediction error i think
  • Uppercut (Grounded)
    • Removed damage proration.
    • Increased knockback.
    • First hit has more hitlag on the victim (10f -> 14f), and extends further downward to combo into the 2nd hit more easily.
    • Upon landing either hit, Ninja is pushed downward.
    • Reduced DI nudge modifier on first hit (1.0x -> 0.5x)
    • Reduced hitstun (48f -> 30f)
    • When hitting this move in neutral, the opponent will always become actionable 2 frames after Ninja does.
  • Dive Kick (up version)
    • Reduced IASA (42f -> 33f)
    • Fixed Free Cancel not working properly with this move.
  • Back Sway
    • Does not use an air option in combos.
  • Summon (all)
    • Increased projectile hurtbox size to allow easier grapples.
  • Substitute
    • Now available in nunchuk stance.
  • Whip Wave
    • Projectile is now unparriable for 7 frames when it’s the first of a chain.
  • Slide Kick (all)
    • Does not start moving until frame 4 (frame 2 with initiative).
  • Slide Kick (air)
    • Now should have the same properties as grounded slide kick.
  • Sweep
    • Reduced IASA (29f -> 22f)
  • Throws (grounded)
    • Releases the opponent 9px further away.

Cowboy

  • QOL: Holster always defaults to toggled-on.
  • Fixed some situations where Cowboy has very few options.
  • Fixed crash
  • Fixed bug where Cowboy gets extra meter when he is hit compared to other characters.
  • Draw (toggle)
    • Should now be directly available on hold when a move could technically be draw-cancel OS’d on block (previously using an exploit).
  • 1000 Cuts
    • Now a drain super instead of a timed one. lasts the same duration with exactly 3 bars of meter.
    • Meter drain slightly increased.
    • Now consumes 1 super meter on activation.
    • Now reduces meter gain by 50% during neutral.
    • Now reduces meter gain when used in a combo.
    • No longer dissipated by teleport during combos.
    • First hitbox comes out later (5f -> 9f)
  • Fatal Cut
    • No longer consumes any super meter.
    • Damage proration increased (+0 -> +2)
    • Now +0 on block (was -2).
    • Now reduces meter gain when used in a combo.
  • Time Splitter
    • Now costs 1 bar of meter.
    • Now reduces meter gain when used in a combo.
    • All the hitboxes now occur at the same time on frame 15.
    • Increased freeze frames on hit.
  • Shoot / Shoot Dodge
    • Increased damage proration (+0 -> +1)
  • Temporal Round
    • No longer launched by throw hitboxes.
    • Increased damage proration (+0 -> +1)
    • Meter gain is reduced by 0.5x while this move is active.
  • Back Slash
    • Increased sweetspot damage (1300 -> 1480)
    • Increased sweetspot minimum damage (0 -> 500)
  • Lightning Slice
    • Causes a ground bounce on strong DI down, once per combo.
  • Gun Pull
    • Gun no longer pops up on hit/block while being pulled.
    • Should always shoot on hit now, except while being pulled.
    • Fixed prediction error where gun would be collected before its hitbox could resolve when pulled from close range.
  • Hustle
    • Is now draw-cancellable.

Wizard

  • Orb
    • Meter decay progressively increases in speed.
    • Lightning
      • No longer snaps the orb to a minimum height.
      • Fixed crash.
      • Is now triggered by Spark Bomb.
    • New attack: Fire
      • Triggered by Flame Wave, Combust, Bolt of Magma, and Missile Form.
  • Orb Portal
    • Increased startup (1f -> 6f)
    • Now has a hitbox on frame 7. just like old times
    • No longer usable after blocking.
  • Orb Tether
    • Does not bring Wizard off the ground anymore, and is no longer cancelled by Wizard being on the ground.
    • Now lasts much longer. Automatically disables when the tether force is low enough (takes a while).
  • New move: Untether
    • Disables Orb Tether.
  • Spark Bomb
    • Fixed “spark withdrawal” bug that permanently changed Wizard’s attributes after a spark bomb install.
    • Fixed bug that caused the spark bomb to float inside the opponent without exploding.
    • Increased projectile speed
    • Aims a little lower
  • Telekinesis
    • is no longer a super.
    • now uses 1/2 gravity meter instead of super meter.
    • Held object now drops when blocking melee attacks.
    • Gravity regen is halved while holding an object.
    • DI now influences where the object is held in relation to Wizard.
    • IASA increased (12f -> 16f)
    • New projectile: Ice
  • Launch
    • renamed to Hurl
    • is no longer a super.
    • IASA increased (12f -> 14f)
    • object starts moving later (1f -> 4f)
    • Hurled objects are dropped when Wizard is hit.
    • Hitbox comes out later (5f -> 7f)
    • Is now interruptible on the opponents’ turn after frame 10.
  • Redirect
    • Now consumes 1/4 of the gravity meter; does not require it
    • IASA increased (12f -> 14f)
    • No longer has a minimum speed restriction
    • No longer usable after a projectile is parried or push blocked
  • Magic Dart
    • Increased hitstun (14f -> 15f)
    • Increased knockback (3.0 -> 8.5)
      • Drastically lowered knockback angle.
    • Reduced DI nudge modifier (1.0x -> 0.5x)
    • Causes soft knockdown.
    • Increased minimum grounded hitstun frames (0f -> 3f)
    • No longer ground bounces.
    • Increased block advantage (+1 -> +2)
  • Bolt of Magma
    • No longer self-hit-cancellable.
    • Increased IASA (13f -> 15f).
    • No longer triggers Orb Dart - triggers Orb Fire instead.
    • Reduced sweetspot damage (1000 -> 900)
  • Flame Wave
    • Now land cancels on frame 9.
    • No longer triggers Orb Dart - triggers Orb Fire instead.
  • Combustion
    • No longer triggers Orb Dart - triggers Orb Fire instead.
  • Conjure Storm
    • No longer drops on short hop + DI down and in
    • Reduced combo damage (600+900 -> 500+750)
  • Icicle (air)
    • Increased damage proration (+0 -> +1)
  • Icicle (grounded, down)
    • Reduced startup (7f -> 6f)
    • Now gets its own button.
  • Missile Form
    • Increased IASA during neutral (22f -> 60f)
    • No longer triggers Orb Dart - triggers Orb Fire instead.
    • Only one hit can connect now - unless you have activated Spark install.
    • Increased backblast damage in combo (1100 -> 1200)
  • Tome Slap
    • Proration increased (+0 -> +1)
  • Vile Clutch
    • IASA increased during neutral (12f -> 13f)
  • Geyser
    • Increased damage proration for all hits (+0 -> +2)

Robot

  • Moves that create fire on the ground (Flamethrower, LOIC, Boost) now deal 3x the damage, but 3x less often. This works out to be a moderate combo damage nerf in certain routes due to scaling.
  • Fixed some issues where Free Cancelling a bomb restricted Robot’s options
  • Drive (toggle)
    • Should now be directly available on hold when a move could technically be drive-cancel OS’d on block (previously using an exploit)
  • Landing
    • Shockwave sprite is now red while it’s unparriable.
  • Armor
    • Super armor and auto-guard armor now prevent lethal damage, keeping Robot at 1 HP.
    • Can no longer be used after whiffing block.
  • LOIC
    • Direction should now be updated in the UI for both players.
    • Direction can now be set on the same turn the move is used.
    • Now ignores projectile invulnerability in most cases.
    • Reduced super meter gain when the laser is active (1.0x -> 0.5x).
    • Robot doesn’t gain any LOIC meter when being comboed.
    • Now accelerates to high speeds in its moving direction once active.
    • Reduced duration penalties for staying still and changing directions.
    • Max duration has been dramatically reduced.
  • Remote Bomb
    • Reduced minimum damage (800 (??? why ???) -> 150)
    • DI no longer has a reduced effect on launch angle after repeated hits.
    • Explosion now sends airborne when used multiple times in one combo.
    • Build up its knockback speed by repeatedly hitting it. This resets after the opponent hits it or it spends 60 frames on the ground (cap: 4 hits).
    • Now has an upward velocity cap (this is a buff with the new extra speed i promise)
    • No longer launched by throw hitboxes.
  • Launch
    • Removed fuel requirement.
    • Missiles now spawn actual explosions.
    • Added two variants based on direction.
    • Missiles become unparriable once they start moving downward (does not affect forward launch).
  • Overflow
    • Slightly reduced DI modifier (1.0x -> 0.8x)
  • Earthquake
    • Renamed to Quake.
    • Now beats grab on the same frame.
  • Crash
    • Increased damage proration (+0 -> +1)
  • Ping
    • Now beats grab on the same frame.
    • Fixed weird hurtbox?
  • Spin Cycle
    • Aerial attack invulnerability ends sooner (16f -> 12f)
  • Drive
    • Can honk the horn now (has cooldown during neutral)
    • Forward
      • Renamed to FLOOR IT.
    • Backward
      • Renamed to BACK UP.
      • Added small sadness penalty.

Mutant

  • Main goal with this soft rework is to reduce Mutant’s unfun neutral skips and bring Mutant’s neutral setup up to par with the rest of the cast.
  • Credit to Lou and her zmutant mod for informing many of these changes.
  • Removed extra sadness.
  • Active bubbles will pop if Mutant gets hit.
  • New Move: Acrid Bloom
    • Mutant throws a projectile with no hitbox or hurtbox, that moves fast. after a while, it starts homing toward the enemy, and explodes into bubbles when it gets close. Can be triggered early.
  • Juke
    • Not all attacks give Juke pips on block anymore.
      • Normal attacks don’t give any pips. Special attacks give a max of 1 pip per attack, except for Corkscrew which gives up to 2.
    • Maximum juke pips reduced from 5 to 3.
    • Starting juke pips reduced from 4 to 2.
    • Neutral juke now costs 1 pip (was 2).
    • Backward juke now costs 3 pips (was 2), 2 pips during combos.
    • Reduced juke speed to varying degrees.
    • Should no longer lose an active juke on your turn.
    • Slop Dash is much more strongly affected by juke.
  • Rebirth
    • Fixed bugged launch angle
  • Caustic Barrage
    • No longer deals unscaled damage. However, multiple projectiles hitting will not scale the combo more than one time as they used to do - behaves similarly to a multi-hit melee attack.
    • Downward variant is now usable on the ground.
  • Howl
    • Now costs 1 bar of meter (was 2).
    • Now grants 1 juke pip (was 3).
  • Vault
    • Can now be used from the ground.
    • Consecutive Vaults against your own projectiles yield smaller jumps until you touch the ground or start a combo.
    • Costs an air option now.
  • Envenom
    • Removed damage over time.
    • No longer spawns bubbles when a poisoned fighter blocks an attack.
    • Now spawns bubbles near the poisoned fighter over time.
    • Bubble hitbox comes out later (9f -> 15f)
    • Effect ends after roughly 360 frames (or when the poisoned fighter lands a hit).
    • Repeated Envenoms now resets the poison timer instead of stacking poison.
    • Bubbles no longer get launched by Throw
    • Damage increased (neutral/combo: 600/400 -> 1200/700)
  • Slop Dash
    • Restricted angle in neutral.
    • Reduced speed.
    • Now begins moving later (1f -> 2f)
  • Shockwave
    • IASA reduced (22f -> 18f)
    • IASA increased when the melee hit is parried (-> 24f)
  • Dash Forward
    • Reduced speed.
    • Juke gets a small boost.
  • Super Jump
    • Reduced speed.
  • Shred (grounded)
    • Land cancel hitbox no longer scales the combo a second time.
  • Kick (grounded)
    • Reduced startup (11f -> 10f)
  • Swipe
    • Reduced damage proration (5 -> 3)
  • Throws
    • No longer can ground bounce.
    • Neutral juke gives these some special properties:
      • Minimum grounded frames: 3
      • Reduced IASA: (34f -> 21f)
    • Removed burst cancel followup.
  • Pounce
    • Reduced block advantage (+2 -> +1) except for the straight-down version, which is increased (+2 -> +3)
    • Projectile invulnerability now starts at frame 3 (from 1).
    • Now uses an air option in neutral.