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