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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