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Version 0.5.2 is now released!

This patch includes visual fx improvements, skippable intros, gameplay ui changes, depth of field adjustments, gameplay balance tweaks, and some other small polish things. Full changelog can be found here

https://www.youtube.com/watch?v=vr7kEeBp5lM


Visual Improvements - Improved Character FX
The effect that happens with characters' clones when they use T-meter and E-meter has been improved. When using universal mechanics, the blue dissolve now looks better when fading in and out. EX and Super moves are now accompanied by a scan-line effect on the clone. This should help make their two uses feel more distinct and look cooler.

Visual Improvements - Super Freeze
Re-introduced the background lines that become visible when using a Super attack. The technique for rendering these has been changed from using particles to using a shader with scrolling textures, should be more performant and look better.

Visual Improvements - Meter Bar Improvements
Meter bar art assets have been updated.

Visual Improvements - "Shiny" Characters
Certain character materials can now be "shiny", like Agent's armor and Roy's gun.

Visual Improvements - Depth Of Field
The depth of field effect that we've been using during super freeze has been functionally changed. Previously this would toggle on while zooming in on a character during a super or command grab in order to focus on the characters a bit more. Now it is an always-on background effect, used to help give more depth to the far-background elements and also helps the characters "pop" out a bit more.

Visual Improvements - Stage Lighting
All stages have had their lighting adjusted, should give the characters more depth and look better.

Intros - Now Skippable
Players can now skip their own character intros in versus modes by pressing the start button.

Character Select - Saves Local Selections
Character select will now retain character, costume, color, stage, and music options between matches when playing locally. Settings are reset when changing game modes (Versus -> Practice, etc).

Settings Files - Format Change
The format for all the local settings files has changed from XML to JSON. These will now be more human readable and easier to use on the engine side, but your settings will all be reset to default, sorry!


Battle Camera
Adjusted the camera to be slightly more 2D feeling. Field of view got slightly smaller, distance zoomed slightly closer, no more depth change when jumping.

Character Shake
Slightly adjusted the character shake when players take hits, should be a bit more subtle.

Hit Stop
Slightly increased medium, heavy, and special attacks' hit stop. With the previous decrease, it made the execution speed for special cancels just a little bit too quick. This is a fine line but we're pretty close to where we want it.

Push Back
Slightly increased the push back speed scale, characters should seem like they get pushed back faster than before (same total distance however).

Walk Speed Ramp
Slightly increased the total frames that walk speed gets ramped up from 6 to 10 frames. This will mean that characters will take 4 more frames to reach their maximum walk speed. With this in mind, we've also slightly increased most characters' walk speed so that their max speed is higher than before.


  • Walks: Slightly faster walk forward and walk backward



  • Walks: Slightly faster walk forward and walk backward
  • Charged normal attacks: Now gain meter on use
  • St.LK: Faster startup
  • Cr.MK: Better hit box for beating opponents directly above/behind
  • Cr.HP: Worse hit box for beating opponents directly above/behind
  • Grenades: Retracted hit box top
  • Super.Install: Lasts longer



  • Walks: Slightly faster walk forward and walk backward



  • Damage: Decreased damage scale
  • Walks: Slightly faster walk forward and walk backward
  • St.MK: Chains into St.HK sooner
  • Cr.MK: Slower startup, more time between each hit
  • Jp.MK: More time between each hit, adjusted first hit collision boxes
  • DwFw.HP: Input is now Down+HK
  • St.HK: Adjusted collision boxes, slower startup
  • Cr.HK: Input is now Down+Backward+HK
  • Run: Normal version can now cancel into JTC
  • Run->Leap: Ex version no longer has invincibility in the air
  • PinWheel->Slide: Ex version no longer gains meter and can now chip kill
  • Super.Pinwheel: Increased damage
  • Super.Run: Increased damage



  • Walks: Slightly faster walk forward and walk backward
  • Fw.MK: Slightly more recovery
  • LunarDisc: Spawns slightly closer to the player, EX version slower startup
  • CrescentKicks: Can no longer DTC on hit when used as a reversal, retracted hit box range



  • Meter: Decreased meter scale
  • Walks: Slightly slower walk backward (normal and buffed)
  • Jumps: Jumps higher
  • Forward Throw: Increased recovery, decreased knockdown distance,
  • Backward Throw: Increased recovery
  • St.LP: Less push back, less recovery
  • Cr.LP: Less push back, less recovery, less hit stun
  • St.LK: Slightly farther hit box
  • St.MP: Slower startup, less followthrough / recovery, retracted collision boxes, less hit stun, less block stun
  • Fw.MP: Slower startup, now target combos into St.HP, more hit stun
  • Cr.MP: Less recovery, farther hit box, less hit stun
  • St.MK: Slower startup
  • St.HP: Slower startup, now receives armor when buffed from Buff-U, increased armor window when buffed
  • Fw.HP: Now receives armor when buffed from Buff-U, increased armor window when buffed
  • Cr.HP: No longer receives armor in HappyHour
  • St.HK: Now receives armor when buffed from Buff-U, increased armor window when buffed
  • Cr.HK: No longer receives armor in HappyHour
  • HookSwing.L: Slower startup, less recovery
  • HookSwing.M: Slower startup, less recovery, less hit stun
  • HookSwing.EX: First hit increased hit stun, second hit juggles slightly higher
  • HornyToad: Adjusted airborne/grounded recovery frames so that he is lands faster (same total recovery)
  • G.A.P: Adjusted damage, light version slower startup, ex version more recovery on whiff
  • Buff-U: Now grants armor to St.HP, Fw.HP, and St.HK. Slightly less recovery. Using normal version while buffed will now throw the bottle (like EX). Can no longer use while a bottle is active. EX version can now chip kill. Bottle now OTGs.
  • Super.LastCall(Buffed): Less knockdown frames
  • Super.HappyHour: No longer allows Maxx to gain meter other than using Buff-U


That's it for the main changes in the update, but as always, there's a ton of little things in the full detailed changelog, which you can find here

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!

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