Game Modes
- Custom Matches are live!
- Players can now play unranked matches directly with friends.
- Simply click Custom Match to create a game lobby, then give the Lobby Code to your friends so they can join! (Currently only two players can join a lobby.)
Dev Notes: This is an early alpha implementation of the lobby system. We wanted to get it up and running as quickly as possible to enable matches with friends. More features are on the way!
System Changes
- Kinetic Advance forward dash no longer enables attacks 2 frames before blocking is enabled.
- Most invincible specials are now -4 or -5 on block after Kinetic Advance forward dash.
- This change should have relatively minimal impact on Kinetic Advance juggle combos, but may affect certain ground combos.
Dev Notes: Kinetic Advance forward dash can still make invincible moves safe on block, by the slimmest possible margin. However, doing so should surrender initiative to the opponent. This was always our intention, but it became apparent that -2 or -3 wasn’t enough of a frame disadvantage to shift momentum. Now the defender’s first action after blocking should easily win out, and the dasher has to respond – with their invincible special on cooldown.
Crow
Dev Notes: We know people have been requesting Crow updates. He’ll be getting some next week!
Edge
- New S2 variant! Reckless Lightning has more horizontal range than Judgement, but less vertical coverage.
Dev Notes: Reckless Lightning can be powered up using Edge’s S1 attacks. It stays on the ground until the ender, which leads to some new Kinetic Advance combos without requiring full sword charge.
- Judgement’s horizontal range has been reduced slightly, to further differentiate its role from Reckless Lightning.
Dev Notes: Judgement still has the longest forward reach of any high-hitting invincible special, and it’s now more effective against crossups. Its old range simply covered too many bases without enough drawbacks.
- Added an extra frame of hit stun and block stun to close s.H -> H and S3 overhead.
Dev Notes: These updates preserve some of Edge’s ground combos, after the system-wide changes to Kinetic Advance forward dash. As an added bonus, the change to close s.H -> H also opens up some new Tranquil Thunder combo possibilities.
Talos
- F+H range has been reduced slightly.
Dev Notes: We’ve been scaling back the ranges of invincible and armored moves over the last few patches, and it’s Talos’ turn now. This update shouldn’t change the way he’s played up close, but should make it harder to use F+H from safe ranges.
- Magnetic Buster’s initial hit stun and block stun have been increased by 2 frames.
Dev Notes: Canceling blocked Magnetic Buster into Meteor Breaker or Titan Smash now guarantees that Talos can become armored before he’s interrupted by a light attack. Charging is still risky because the opponent can choose to throw instead of using a light attack, but this change makes the guessing game more balanced.
Bug Fixes
- The Launcher should now open when the Windows user account contains non-Latin characters.
- Round end now correctly accounts for characters who only have recoverable health.
- Characters become vulnerable immediately upon touching the ground after KO.
- Adjusted Chel’s Dancing Wind air collision to restore close s.H follow-up consistency.
- Hitting Edge during Judgement no longer causes strange launch trajectories.
- Zib plans to mass-produce his ZPE anti-flea collar to make the world a safer place!
Visual Improvements
- Improvements to the look and performance of the current level.
Dev Notes: Our first level is still a work-in-progress. There will be ongoing improvements and polish updates coming soon.
- Slight pose improvements for Crow and Talos’ knockback reactions.
- Slight motion improvements to Talos uncharged Titan Smash reactions.
Audio Improvements
- Characters no longer yell multiple times due to delayed hits after losing a round.