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Version 0.12 (Steam Demo)

Key Changes:

- Significantly reduced meter gain across the board for all characters/attacks (Russel, Beverly).

- Once the opponent's juggle value exceeds the limit, they will now immediately enter a knockdown state once they touch the ground.

  - Prevents infinites where characters could use quick, low launching attacks in the corner on airborne opponents

- Characters cannot get as close to the edges of the screen as they could before.

- Characters will now release their opponent if the opponent is hit by another attack during a throw animation.

- Added composer credit to the initial bootup screen.

- Added Beverly's theme.

- Added Title Screen jingle.

- Normalized UI sound effects to be at a comfortable volume.

- Added a whole bunch of new sound effects

- Polished up the character select screen to make it feel smoother

- Pressing back on the character selection will now take players back to the controller assign screen

- Players can now leave character select even if the other player has already selected their character

- Updated logo.

- Added a proper training mode! Access this by selecting "Training" on the Main Menu.

- Added victory screen music in Versus.

- Added new music for starting a Versus match.

- Added CPU battles in VS mode.

- Added Attract Mode. Staying idle on the Title screen or Main Menu for long enough will cause the game

to start a match between 2 CPU players.

- Added discaimer to Jay, Gunther, and the Luchador on the character select screen

   - These characters are unfinished and may display incorrect graphics. Do not expect them to be

     playble in the demo version for very long.

- Tweaked campaign map to explain how to enter/exit courses.

- Campaign map now only has one course, due to the others being unfinished.


Bug Fixes

- Beverly's Enhanced Specials no longer build meter

- Fixed a bug where Bev's enhanced Up Special would not be invincible on frame 1

- Fixed a bug where players would get stuck in the wall if counter hit by Russel's standing heavy attack in the corner

- Fixed a bug where the pause gauge would remain on screen if the round ended via time-out while the gauge was filling

- Fixed a bug where the outline on Beverly's hair would break during her idle animation

- Time's Up, COUNTER, and Draw... text now remain centered on the camera

- Releasing Run and pressing Special simultaneously during an extended run no longer inputs a Rush Cancel

- Players can no longer jump over the cutscene trigger in the tutorial level.


Russel:

- Standing Light

 Reduced damage on Counter Hit

  5 -> 4

- Standing Medium

 Increased advantage on block

  +0 -> +1


Beverly:

- Standing Light

 Reduced damage on Counter Hit

  5 -> 4

- Standing Medium

 Reduced advantage on block

  +1 -> -1

- Crouching Light

 Reduced damage on Counter Hit

  6 -> 5

- Jumping Heavy

 Second hit no longer launches grounded opponents

 Second hit now has more grounded knockback

 Adjusted launch angle for second hit on air opponents

- Advancing/Retreating Hopkicks (Forward/Back + Medium)

 Adjusted knockback trajectory on airborne opponents

- Divekick (Air Down + Medium)

 Can now be special/super canceled

- Forward Throw

 Now called "Head Over Heels" in command list

- Back Throw

 New animation

 Now called "Catapult Kick" in command list

- Neutral Special

 New animation

 Increased startup

  16f -> 22f

 Increased total duration

  40f -> 45f

 Enlarged the window to perform the Motion Input Enhancer

- Enhanced Neutral Special

 New animation

 New visual for the fireball

 Fireball now has a larger hitbox and spawns further away from Beverly

- Side Special

 New animations for all attacks/follow ups

 Adjusted hurtboxes for all attacks to better match the new visuals

 Adjusted momentum properties for the second attack

 Increased total duration for second attack

  26f -> 35f

 3rd hit now travels farther before the hitbox comes out

 Increased total duration for low follow up

  18f -> 23f

 Increased hitstop for low follow up

  7f -> 13f

 Low follow up now does more screen shake on hit

 Increased range on low follow up

 Increased damage on low follow up

  3 -> 4

 Increased block stun on low follow up

  8f -> 14f

 Increased pushback on block for low follow up

 Increased total duration for overhead follow up

  36f -> 40f

 Increased momentum data for overhead follow up

 Decreased advantage on block for overhead follow up

  -6f -> -10f

 Decreased damage for overhead follow up

  Regular: 8 -> 6

  Counter: 10 -> 8

 Decreased meter gain for overhead follow up

  Regular: 4 -> 3

  Counter: 6 -> 4

 Adjusted momentum data for launcher follow up

 Increased startup for launcher follow up

  8f -> 10f

 Massively increased range for launcher follow up

 Adjusted launch angle and distance for launcher follow up

 Increased damage of launcher follow up

  Regular: 3 -> 5

 Decreased gravity scaling of launcher follow up

  4 -> 3

- Up Special

 New animation

 Increased damage on normal hit

  7 -> 8

 Increased damage for second hit on Counter Hit

  7 -> 10

 Increased hitstop for the first hit

  9f -> 13f

 Increased landing lag

  6f -> 10f

 Adjusted launch trajectory on hit to send more vertically

 This move can no longer hit twice if the first hit lands as a counter hit

 Increased active frames of the first hitbox make sure there isn't a gap between the hitboxes

 Adjusted Hit and Hurtboxes to more closely match the visual

 Now jumps higher when used on the ground

- Enhanced Up Special

 New animation

 Decreased Startup

  8f -> 6f

 Decreased damage

  16 -> 13

 Decreased counter hit damage for the first hit

  10 -> 8

 Increased active frames of the first hitbox make sure there isn't a gap between the hitboxes

 Adjusted hit/hurt boxes to more closely match the visual

- Down Special

 New animation

 Succesfully performing the "perfect" input now gives more meter

  3 -> 5

- Enhanced Down Special

 New animation

 Decreased startup

  8f -> 7f

 Increased range

 Adjusted hurtboxes to match the animation

 Adjusted launch properties to send opponents higher

 Adjusted momentum properties