Ver 0.2.2:
-Fixed crashes involving canceling certain moves during hitstop
-Players can more easily jump over small obsticales
-BGM now stops when exiting singleplayer levels
-Increased controller deadzones
-Added Rush Cancel. Performed by pressing Run + Special. Can hold up to go high, in
air causes you to fastfall to the ground
-Adjusted how blocking works. Should now be more reliable
-Players properly run in the right direction after waking up with their head to the
opponent
-Hitboxes and hurtboxes no longer disapear during hitstop
-Fixed an issue where canceling a move would sometimes cause an extra hit.
-Damage Scaling now works properly
-Fixed a bug where the super meter would overflow
-Moves performed in the air can no longer hit low. Attacks that would hit low hit mid
instead
-Moves that have non-integer knockback no longer cause the opponent to oscillate
-Autoblock now properly gaurds against lows
-Adjusted player collisions
-Time out now rewards the player with the higher % of hp remaining
-You can now buffer arials out of jumpsquat
-Debug Mode now displays combo damage. It is the 4th number from the top
-Characters can now support multiple movesets
-KO text now appears behind players
-Fixed animation bug when enhancing specials
-Counter Hits now properly display their hit effect
-Added EX flash for enhanced moves and Rush Cancel
-Fixed issue with enhanced moves skipping their 1st frame
-Added Block sfx
-Updated Credits
-Updated Stage Select
-Added a few alternate palettes for Jay
-Added more placeholder moves for Jay
-Enhancers now require meter
-Updated meter HUD element
-Added Meter Scaling. Using a move that requires meter or RC will prevent you from
building meter for the rest of the combo
-Reworked Hitstop
-Projectiles no longer cause their owner to enter hitstop
-Players can now hit multiple objects at once
-Fixed issue where performing a Rush Cancel after a forward throw would cause the
opponent to behave strangely
-Adjusted how hitstop works
-Added new sound effects for running, walking, jumping, landing, and hitting
-Added Smooth Criminal and Spirit Functionality
-Added more placeholder sprites for Jay
-Knockback is now based on the victim's direction rather than the attacker's
-Updated Russel's Forward Medium command normal
-Added Results screen. You can now instant rematch at the end of a fight
-Options menu now properly adjusts sound volumes
-Russel's Enhanced Neutral Special
Added Final Animation
Increased attack range
Decreased movement range
Increased total duration (21f > 27f)
Increased combo scaling (1 > 2)
Added a hurtbox to the move
Move now hits later (5f > 11f)
Adjusted Hit Spark
-Russel's Down Special
Starts falling sooner
Added Russel's Enhanced Down Special (623)
Follow up overhead at 14f
Frame trap on block
More unsafe
Decreased Damage (14 > 12)
Increased Blockstun (13f > 16f) (-17 instead of -20 on block)
Decreased Hitstop (20f > 14f)
Adjusted Launch angle
Increased duration of extended hurtbox
-Russel Side Special
Adjusted functionality to Enhanced Side Special
Added final animation for Enhanced Side Special
Adjusted hitstun and launch angles to allow enhancer to connect properly.
-Russel Forward Medium Attack
New animation
Altered move properties to fit the move
-Beverly Standing Light
New animation
-Beverly Standing Medium
New animation
-Beverly Standing Heavy
New animation
-Jay
Too many to list lol