QUINN:
-neutralAB: now available
-downForwardB: decreased pushUp
BUGFIXES:
-fixed "two clones with one bar" June bug
EDIT: v0.4.5.1 Patch Notes
BUGFIXES:
-fixed savestate issues in training with Quinn in werewolf mode
-fixed bug where werewolf quinn would preblock as normal quinn (no block in werewolf mode)
-Q no longer is gone after werewolf activation (buggy location atm, will be fixed)
EDIT: v0.4.5.2 Patch Notes
KEIKO:
Q downForwardA: increased pushUp
QUINN:
-lowB: +1 startup
-transformation: enemy projectiles no longer dies when time ends
-lowB(wolf): -8 hitstun
BUGFIXES:
-fixed various bugs with Quinn transformation
EDIT: v0.4.5.3 Patch Notes
LESSONS:
-no longer lessons that can become impossible to complete without restart
BUGFIXES:
-more stable game load with integrated graphics
-Quinn autocorrect after jump attacks more consistent
-dummy swap while in werewolf bug fixed
v0.4.4.0 Patch Notes
KEIKO:
-Q now gets stunned for 30 frames longer
-Q can now be hit on knockdown
-Q now is pushed back by either side of enemy attack
-Q knocked down has a lower hurtbox height than standing
-lowB: -2 active, +2 recovery
-downForwardA: significantly reduced pushup
-downBackB: -4 startup, +4 active
-neutralAB: increased width, can now be done anytime Q is not attacking
-downForwardB: preblock starts later
-standB: increased pushback
QUINN:
-increased hit stuns on all air moves
-you can now press forward to jump far off of a wall cling
-downForwardA: -2 recovery
-minimum height on wallcling increased
-maximum wallcling time increased
-push-up reduced on downForwardA
-push-up reduced on downBackA
-increased push-up on standB
BUGFIXES:
-Quinn prejump on dashes now properly throw invulnerable
-Fixed Keiko downBackA being unblockable from certain positions
-p2 throws no longer behave differently from p1 throws on quinn/sub11
-Q is now treated like projectile to resolve unblockables (Q resolves last)
-sub11 timeout while crawling no longer causes severe issues
-quinn no longer attacks the wrong way occasionally after walljump
-quinn can no longer normal cancel out of sub11 command AA throw
KNOWN ISSUES:
-Quinn has no meter/super
-some moves turn characters into green boxes
-some animations are ugly placeholders
v0.4.3.0 Patch Notes
FEATURES:
-Difficulty option added to VS CPU
KEIKO:
-ALL SPECIALS: -10 startup
HECTOR:
-lowA: increased width
-back throw: throw velocity has changed
-neutralAB: new animation, superstop, brand new startup/recovery frames
-dashForward: -7 active, +7 recovery, now a move that gives meter
-dashBack: brand new properties, new framedata, now a move that gives meter
-standB: -4 recovery
-jumpA: +1 startup, -1 active
-downForwardB: +2 active, -2 recovery
-downBackB: +1 recovery
-downBackA: jump in startup
JUNE:
-back throw: throw velocity has changed
SUB11:
-forward/backward throw: frame data and throw velocity has changed
-downForwardA: startup +3
-crawl: +1 startup, reduction in speed, increased width
QUINN:
-downForwardA: more pushup
-downBackA: more pushup
-downForwardB: -1 recovery
BUGFIXES:
-continue after Arcade mode bugs (multiple) fixed
-hector SWIPE lesson now properly checks for backdash
KNOWN ISSUES:
-Quinn has no meter/super
-some moves turn characters into green boxes
-some animations are ugly placeholders
v0.4.2.0 Patch Notes
FEATURES:
-more career ghosts
-all colors available for all characters
NAOMI:
-neutralAB: 2 frames more startup, 2 frames more recovery
KEIKO:
-throw animations now in, frame data has changed
-Q no longer gets hit by inactive projectiles
JUNE:
-downBackA: 1 frame less startup, 3 frames less recovery, 7 frames more blockstun, less pushback
SUB11:
-downBackB: no longer throw invulnerable indefinitely after move
BUGFIXES:
-fixed crash with June win animation
-character leaderboards for ALL characters should now work properly
-SUB11 can no longer exploit A+B to freeze enemy in throw
-Q specials come out more consistently (bug made them occasionally delayed up to 6 frames)
KNOWN ISSUES:
-Quinn has no meter/super
-some moves turn characters into green boxes
-some animations are ugly placeholders
v0.4.1.0 Patch Notes
KEIKO:
-cat can now get hit on it's wakeup
-downBackA attackbox is now lower to the ground
BUGFIXES:
-ranked shouldn't be broken anymore (lol)
KNOWN ISSUES:
-Quinn has no meter/super
-some moves turn characters into green boxes
-some animations are ugly placeholders
Patch Notes 0.4.0
v0.4.0.0 Patch Notes
FEATURES:
-all modes playable
-all characters available in ranked
GENERAL:
-all jump moves now have 7 recovery (+1 from last patch)
QUINN:
-standB: +3 startup, jump arc decreased
-only options off wall now: A or B or down(drop off)
-you can attack in dash-hop
-jumpA: new move
-jumpB: new move
-lowB: new move
-neutral A+B: removed (to be replaced later)
JUNE:
-jumpA: +1 startup, -1 hitstun
-jumpB: +1 startup, -2 hitstun
-downBackA: no more homing, more pushUp
HECTOR:
-Character has been completely reworked
SUBJECT11:
-meter amount necessary for armor decreased to 5
KEIKO:
-now playable
BUGFIXES:
-bunch of bluescreen fixes
KNOWN ISSUES:
-Keiko meter is just a picture
-Quinn has no meter/super
-some moves turn characters into green boxes
-some animations are ugly placeholders
-Keiko downBackB does not have proper shader support
v 0.3.8.0 Patch Notes
Dev Note: We focused on hiring new people this month so this particular content update is pretty minimal, sorry guys!
FEATURES:
-Quick taps of upForward/upBack followed by immediate neutral directions now result in jump forward/back rather than neutral jump
QUINN:
-downBackA: now has proper attackbox collision priority
-downForwardA: extremely small pushUp reduction, now has proper attackbox collision priority
PARKER:
-lightning frames now pause on superstop
HECTOR:
-downBackB (level2/level3): invuln now lost on recovery
EDIT:
0.3.8.1:
QUINN:
-getting hit in recovery of standB now puts you in standing hitstun
BUGFIXES:
-sub11 no longer invisible when crawling
v0.3.7.0 Patch Notes
TRAINING:
-detailed move data option added
QUINN:
-You can no longer special cancel out of dive attacks
-standB: box changed significantly
JUNE:
-lowA: +1 to startup
-jumpA: +1 to startup
-downForwardA: +2 to recovery
-downBackA: -8 to blockstun, pushUp reduced
HECTOR:
-now playable outside of ranked (WITH TEMPORARY ART!!!)
BUGFIXES:
-tap controls while dummy recording now work properly
-round1 will not show "again!" incorrectly
-LOVE2D framework updated, could fix various graphical errors with certain machines
v0.3.6.0 Patch Notes
TRAINING:
-dummy can no longer block overheads while crouching with block all option enabled
-player no longer inherits dummy block options on dummy playback
-controllers now appear properly when switching a dummy to a controller
BUGFIXES:
- throws and throw tech now have true invulnerability
- knockdown frames now universal across the cast
- you can now block clone projectiles when they are far away (lol)
- clone projectiles now collide properly with each other
- parker lightning now resolves fairly
JUNE:
- downbackA added
- clone spawn locations die when they go off screen
- clones now pushback in the right direction
- buffering specials during teleport is now easier
SUB11:
- meter added
- super added
- downForwardA is now downBackA
- new move on downForwardA
- throw direction leniency window decreased
- dash option added
QUINN:
- now playable to everyone (WITH TEMPORARY ART!!!!)
EDIT 0.3.6.1:
- fixed bluescreen when sub11 blocked with full meter
v0.3.5.0 Patch Notes
FEATURES:
- opening the executable with an invite will now directly connect you to the requested game
- character swap now requires you to hold A+B for 2 frames (makes accidental character swap less frequent)
- you can no longer juggle above enemies to cross them up in the corner
- you now get kicked out of the online sub-menu if you go offline after opening the executable
- the last 4 frames before landing now count as buffering towards a grounded attack rather than executing your air normal
- solo submenu now has a statistics box like the online submenu
- resultscreen now shows other characters you used throughout the match (if you character swapped)
- pressing B/reject on the resultscreen now brings your cursor to the bottom option like in other menus
- projectiles that resolve on the same frame now resolve fairly (p1 used to have advantage)
- character select time now only starts after one player picks a character (timer will die if that one player undoes their selection)
NETCODE:
- methods to prevent ranking resets have been implemented (although a more permanent solution to this problem is still not done)
TRAINING:
- command throws now show up as blue boxes in training
JUNE:
- super: added (with TEMPORARY ART!!!!)
- downforward+B: special added
- downback+B (previously was downforward+B): now has invuln frames
- teleport: +4 frames to recovery, ends when teleport preview touches corner
- down+B: second drill now has less pushup
- stand+B: less pushup
SUB11:
- now playable to everyone (with TEMPORARY ART!!!!)
BUGFIXES:
- Screenshake no longer persists forever after character swap
- Hitting June out of teleport recovery no longer crashes the game (lol)
EDIT: 0.3.5.1
- Fixed projectiles not colliding with each other
- Fixed dummy swap crash
EDIT: 0.3.5.2
JUNE:
- A+B: can only be used with specials now
- Meter souls come out on block
SUB11:
- downBackB: connected grabs have +18 frames to recovery
- lowB: +2 to recovery, now has standing hurtbox active frames onwards, bigger attackbox
- standB: +12 to recovery, now knocksdown
- regular throws push up increased
BUGS:
- fixed crash with buffered supers on dashes with June
- fixed crash when switching from June to another character online
- command grabs now tech with each other properly
- fixed bug that kept June teleport box alive after being thrown
- fixed bug that let command grab attackboxes get hit by projectiles