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Version 0.7

Key Changes:

-Smooth Criminal has been completely refactored. He is now more functional

-Smooth Criminal can now grab and throw the opponent

-Smooth Criminal can now move through stage collision

-If Jay and Smooth Criminal are on opposite sides of an opponent when they activate a Rush Cancel,

they now run towards each other instead of in the same direction

-Added new palettes for Jay and Smooth Criminal

-Added new animations for Jay and Smooth Criminal

-Jay now has a step dash instead of a run

-Singleplayer HUD now works with Jay

-Added command list for Jay in the pause menu

-Jay is now the playable character in training mode to test out his mechanics

-Using a super now prevents you from building meter for the rest of the combo

-Wallbounces are now limited to 1 per combo

-Added a 7 frame input buffer on wakeup

-Added No-Numpad mode. This is a special option for players who do not have a keyboard with

a numpad. This makes player 2's keyboard controls use the 1-6 keys on the keyboard instead of

the numpad. They still use the arrow keys to navigate. Hold Q to run

-Projectiles now knock player back relative to their position instead of their owner.

-Added revised music track for Russel's Stage


Bug Fixes

-Fixed a bug where getting counter hit wouldn't destroy the victim's hitboxes after hitstop

-Fixed a crash involving projectiles

-Fixed a bug with Russel's Up Special

-Beverly's Super no longer causes the DANGER text to get stuck if she is hit out of the move's startup

-Fixed a crash with Gunther's command grab

-Gunther's Jumping Medium no longer hits several times

-Gunther's Super now works again

-Fixed an issue where canceling a move late would cause an incorrect animation frame to display

-Fixed an issue with player collisions

-Fixed an issue with hurtboxes during hitstop

-Players now properly face the source of damage on hit and block


Russel:

-Standing Heavy

 -Adjusted launch angle


-Enhanced Down Special

 -Decreased total duration (57f -> 43f)

 -Increased safety on block (-20f -> +4f)


Beverly:

-Super

 -If the opponent hits the ball, the hitbox is now removed.

 -Meter gain is reduced by 75% if this move is active.


Jay:

-Decreased walking speed

-Decreased backdash speed, distance, and total duration

-Replaced forward run with a step dash


-Standing Light

 -Decreased startup (5f -> 4f)

 -Increased hitstun (10f -> 12f)


-Standing Medium

 -Increased startup (8f -> 9f)

 -Increased knockback

 -Adjusted hitbox position. This move is now duckable.


-Standing Heavy

 -Decreased startup (18f -> 16f)

 -Decreased total duration (43f -> 36f)

 -Decreased safety on block (-3f -> -11f)

 -Decreased knockback

 -Adjusted hitbox and hurtbox positions

 -Adjusted momentum data


-Crouching Light

 -Adjusted hurtboxes

 -Adjusted particle effects


-Crouching Medium

 -Increased startup (8f -> 9f)

 -Decreased damage (Regular: 10 -> 6) (Counter: 12 -> 8)

 -Reduced combo scaling (2 -> 1)

 -Lowered the profile of the hurtboxes

 -Adjusted hitbox position

 -Adjusted momentum data


-Crouching Heavy

 -Decreased damage (Regular: 12 -> 10) (Counter: 16 -> 12)

 -Decreased meter gain (Regular: 8.5 -> 8) (Counter: 14 -> 10)

 -Decreased range of the hitbox that extends behind Jay

 -Adjusted particle effect


-Jumping Light

 -Adjusted hitbox and hurtbox positions

 -Increased total duration (25f -> 35f)

 -Decreased startup (7f -> 5f)

 -Decreased damage (Regular: 6 -> 4) (Counter: 8 -> 5)

 -Decreased meter gain (Regular: 4.2 -> 3) (Counter: 5.5 -> 5)

 -Decreased combo scaling (3 -> 1)

 -Increased gravity scaling (0 -> 1)

 -Increased active frames (10f -> 20f)


-Jumping Medium

 -Increased range. This move no longer crosses-up

 -Increased total duration (30f -> 45f)

 -Decreased damage (Regular: 10 -> 6) (Counter: 12 -> 8)

 -Decerased meter gain (Regular: 6.49 -> 4) (Counter: 9.99 -> 6)

 -Decreased combo scaling (2 -> 1)

 -Increased gravity scaling (0 -> 3)

 -Increased hitstop (8f -> 12f)


-Jumping Heavy

 -Extended hitbox downwards

 -Decreased horizontal range

 -Increased total duration (30f -> 40f)

 -Decreased damage (Regular: 14 -> 9) (Counter: 16 -> 10)

 -Decreased meter gain (Counter: 14.6 -> 10)

 -Increased gravity scaling (0 -> 3)


-Neutral Special

 -New animation


-Up Special

 -This move is now invincible until the hitbox is active

 -Increased counter hit level (2 -> 3)

 -Decreased damage (Counter: 10 -> 3)

 -Decreased meter gain (Counter: 1.2 -> 1)

 -Increased hitstop (Counter: 8f -> 30f)

 -Decreased launch velocity on counter hit