Key Changes:
-Added a minimum damage scaling to all supers (40% up from 10%)
-Adjusted Player Collision logic
-Adjusted health bar flash to make it slightly more visible
-When pausing, a bar now shows up to indicate that one must hold the pause button.
-You can no longer Rush Cancel during any getup state
-Made a small adjustment to the player's idle hurtbox
-Adjusted controller deadzones
-Fixed an issue with regular getup
-Fixed a bug with speed trails not displaying properly for Player 2
-Adjusted the speed trail effect for supers
System changes:
-Added Soft Knockdowns. During this type of knockdown, the player can either do a quick
getup by inputting neutral on the control stick, or they can roll to the left or right
by holding a direction. (At the moment, all knockdowns are soft. This will be changed later.)
-Rush Cancel Up now jumps higher.
Russel:
-Added Victory Animation
-Added Round Lose Animation
-Added Super Animation
-Added Rush Cancel Animation
-Added Quick Getup Animation
-Added Tech Roll Animation
-Fixed some coloring errors on a few animations (Intro, Side Special)
-Overhauled Super again. This iteration should be the last one.
-j.L:
Decreased Startup
6f -> 4f
Increased active time:
20f -> 60f
Decreased Combo Scaling
3 -> 1
-5L (autocombo)
Decreased Combo Scaling for all hits
2 -> 1
-2L
Decreased Combo Scaling
2 -> 1
-Super
Decreased overall damage
34 -> 30