
New game features
- new playable character 'Slime'
- New win/rematch screen
- new character select screen
- new V.S screen with dialogue
- more character colors

New battle features
- regain all used moves on knockdown (otg)
- higher otg launch
- improved invul system for anitairs/projectiles etc.
- hitbox priority system
- new gravity scaling system for combos. starter move and individual moves after all have their own scaling values
- new damage scaling for combos. starter move and individual moves after all have their own scaling values
Quality of Life changes
- Dualsense (ps5) controllers work natively
- training mode quick reset inputs + position reset added
- training mode input frame count
can be done by holding the [select/option/F1] button and pressing Light/Medium/Heavy/Dodge.
- new training mode damage & proration display
- movelist darker colors
- character color palette number added to character select
Bug fixes
- issue with blocking mid [blue burst]
- [blue burst] inconsistency fixes
- hurtbox and hitbox inconsistencies
- issue with special inputs being buffered on wake up
- final hit during matches keeps player standing bug
- button configuration menu issues fixed
Character changes
The following information will be updated shortly with more detailed numbers for future reference.
General character changes
- all characters can now combo from their [grab] with a specific move (character specific)
- [grab] starter combos damage scaling nerfed
- all [standing light] and [crouching light] attacks starter damage scaling decreased
Zaiva
- Health value changed from 2400 > 2600
- [c. forward heavy] 2 frames faster start up
- [c. forward heavy] more forward momentum
- [forward special B] faster startup
- [forward specials] kunai increased vertical hitbox
- [grab] can now combo into [special forward B]
Nosferatu
- health value changed from 2800 > 3000
- [grab] combo starter damage scaling reduced
Gangco
- health value changed from 2300 > 2400
- all clones health reduced
- [universal overhead] more upwards knockback
- [standing heavy] more upwards knockback
- [Special forward B] more upwards knockback
- [Special forward A] now launches upwards instead of down
- [grab] can now combo into [special forward A]
Mr. No. 5
- Health value changed from 2300 > 2500
- [special forward A] bomb no longer launches and has decreased knockback
- [crouching medium] decreased knockback & increased recovery
- all round projectile damage decrease
Hitboxer
- Health value changed from 2500 > 2700
- [special forward A/B] combo damage scaling decreased
- [special forward A] animation change
- [special forward A] more forward momentum
- [grab] can now combo into 8B
Skullion
- Health value changed from 2700 > 2800
- skullion heavy starter proration decreased 0.9> 0.8
- skullion heavy C starter proration increased 0.9 > 1
- [c. forward Mdeium] first hit is now low
Mirmo
- grab can now combo into 2C
- [universal overhead] more upwards knockback
- allround increased damage
Manta
- Health value changed from 3000 > 3200
- [crouch medium] now has 2 hiboxes, close one pushes slightly forward, far hitbox pulls in
- [c. forward heavy] damage decreased from 200> 100
- [crouch heavy] last hit knockback decreased, launch hieight increase
- [special forward B] now dash cancelable on hit
- [special back B] no longer cancels into itself
Ciel
- [standing heavy] more upwards momentum + pulls in more
- [c. forward heavy] less horizontal knockback
- [standing medium] less horizontal knockback
- [universal overhead] more upwards knockback
- [grab] can now combo into [special forward A]
Kern
- Health value changed from 2200 > 2400
- [c.forward heavy] charge no longer cancels into itself
- [grab] can now combo into [special back A/B]
Changed files in this update