UI now explicitly tells you when you are in a combo vs when you are in neutral.
Added UI info for current initiative state and which actions can use Initiative.
Added a sound that plays when your time is running out.
Hit particles should show up in the right place now.
Fixed prediction being off by 1 frame when hitcancelling against projectiles.
Added limit to chat message history.
Added option to mute chat sounds.
Lobby chat is always muted when entering a match now.
Enabled experimental ghost options for 2x speed (thanks to welt for giving tips on the implementation)
Prediction speed setting is now saved.
Added distinction in the prediction text for moves that are interrupted on the opponents’ turn.
Added parry timing indicator to prediction.
Fixed bug causing characters to snap to the ground from high in the air in some situations.
Fixed some asymmetries regarding projectile collision.
Fixed hurtbox/collision boxes not always updating to face the right way.
Added hit frame display in prediction.
Experimental change to rematch button. Hopefully prevents crashing.
Character Loader update
I have (with permission) ported the critical parts of srPerez’s character loader to the base game. You can unsubscribe from the Workshop mod. This shouldn’t change much, but was needed as Mutant’s inclusion broke character loader and the original mod is no longer actively maintained.
This does NOT mean you will automatically download your opponent’s characters, though this could be the case sometime in the future.
The steam lobby UI has been updated to reflect this change. You can choose whether or not modded characters are enabled when creating a lobby, and you can see which lobbies have them.
I have made some QOL adjustments to the character loader, including a more robust character select screen (and the ability to update it in the future). Characters are now loaded in a separate thread, which completely removes the unpleasant lag every time you start the game or go to the main menu. Overall, modded characters will now be an officially supported feature and further improvements will be made over time.
Character Changes
Mutant
New character, try it out!!!
Extreme rushdown/mobility character with low health and damage but very oppressive neutral.
Has a unique movement option, Juke, tied to a bar. 2 pips of juke bar can be used to shift Mutant in any direction without affecting momentum (usually), allowing for intensely deep rushdown and evasive movement strategies.
Envenom is a special throw that applies a poison status effect to the opponent. Poisoned opponents will take damage over time, and hitting them with melee attacks causes hazardous acid bubbles to fly out.
All characters
Air options have been reduced by 1 in neutral. Starting a combo adds an extra air option.
Low-health damage reduction (aka GUTS) has been removed.
The visual effect on the healthbar remains.
This removes stupid tech like tax evasion (really) and overall just makes things easier to balance.
Maximum health has been increased to 15,000 (from 10,000) to compensate.
This is slightly higher than the old effective hp amount of about 14,000, after low-health damage reduction, which means matches will take slightly longer but will also be slightly less volatile (more skill-based), which was the other goal in adjusting the damage scaling.
Meter gain globally reduced by 15% to compensate for the low-health damage reduction changes increasing overall meter gain.
Fixed a forbidden technique.
Velocity-based meter gain is now reduced by 50% while airborne
You can now hit projectiles and blocking opponents at the same time.
Possibly removed framekill related to cancelling an attack after hitting the opponent when they recover before you.
Hitstun now has a minimum of 1 frame (unless it was already 0 for some reason).
Melee parries now properly disable all interruptibility.
Moves that change IASA on hit no longer do so when hitting non-hitcancellable projectiles.
Removed extra frame of hitlag when hitcancelling against projectiles. This should remove the invisible framekill.
Removed unblockable involving projectiles hitting on the same frame as throw tech.
Parrying projectiles no longer scales your combo.
Slightly reduced knockdown hurtbox size.
Fixed throw tech preventing projectiles from hitting each other.
Fixed bug where all object interactions were being processed twice. Might cause other bugs, havent thoroughly tested.
Parrying melee attacks always forces the opponent out of a free cancel.
Fixed the parry damage scaling prediction error.
Fixed bug where hitting someone on the frame they would have exited hitstun removes the parry damage scaling.
Burst (all variants)
Burst meter now builds 75% as fast during neutral, and 50% as fast if you are aerial during neutral.
No burst gain while Sadness is active.
No longer flippable
Burst Cancel
Using Burst Cancel will slow Burst regeneration to 25% until your combo ends.
No longer resets combo damage proration.
New move for Ninja, Mutant, and modded characters: Super Fall
Similar to Super Dash and Super Jump. Air move with some startup that sends you flying downward.
Whiff Cancel
No longer prevents opponent parry.
Landing
Is now interruptible on the opponents’ turn when 4f or shorter. Does not apply when you are getting comboed obviously.
Throw
Range is reduced across the cast.
IASA increased (15f -> 16f)
Getup
No longer flippable
No longer counts as a “hurt” state, fixing some small inconsistencies.
Jump
Jump forward now has 1 frame of jump-squat before leaving the ground.
Full hop IASA increased (11f -> 12f)
Block
No longer causes sadness.
You can no longer double jump or use most other aerial options the turn after air-blocking.
Experimental block startup change that should help with a lot of the weird hitstop shenanigans. Probably extremely buggy and probably reintroduces old bugs - LMK
Blocking a melee attack no longer consumes an air option.
Is no longer minus on whiff during combos.
You can no longer parry melee attacks the turn after whiffing block. Guard breaks will be automatically softblocked.
Is no longer -1 on whiffing block.
Block timing is now shown on the previous move display.
Blockstun is now applied additively instead of reset to new value.
Fixed bug where interrupting on the same turn you block a non-block-cancellable move allows you to punish the opponent on block.
This is done by outright disabling any interrupt that might have been triggered before blocking on the same frame, so bugs may ensue.
Fixed bug that forced unblockables when blocking a projectile on the 20th frame. Might cause other problems, lmk
Push Block
Increased pushback proc distance (110 -> 220)
Fixed bug preventing push block after whiffed block.
Dash Backward
Fixed incorrect prediction
Ninja
Fixed a lot of ground-to-air and air-to-ground situations that didnt let you cancel into anything.
Caltrops
Ninjas can hit their own caltrops and smack em around now. Thanks VineRaio :)
Attack launch angle is influenced by DI.
Hitting your own caltrops with a melee attack automatically free-cancels the attack.
Boost
reduced parry hitstop penalty (20f -> 10f)
You can now stack stored momentum.
Can only store one Boost at a time.
Stored speed is reduced by 10%.
Stored speed is reduced every frame in neutral, more quickly at higher values.
Stored speed is reduced by 3.0 every time Ninja blocks or is hit.
Air Dash
Anti-gravity effect no longer resets when hitting the opponent.
Projectile invulnerability is now on initiative only.
Landing lag is now interruptible on the opponent’s turn.
Now interrupts properly on exiting the landing state
Added subtle sfx
Uppercut (all versions)
No longer combos.
Only the first hitbox is block punishable now.
Blocking the first hit will make the 2nd block punishable as well.
Aerial version now gets the block punishable change
Uppercut (aerial)
2nd hit proration adjusted to match the 1st (0 -> 2)
Grappling Hook
Friction is now applied normally to Ninja when throwing the hook in neutral.
Normalized attach position for all characters.
Reduced projectile hook duration (300f -> 120f).
Shuriken
Falls to the ground after 120f.
Throwing your shurikens at each other causes them to form a powered up version.
The shuriken shrinks in size and damage (slightly) over time, until it disappears.
You can swat the powered up version. This is affected by DI only when hit by the Ninja that spawned it. It also grants a free cancel for the attacker.
Hitting the powered-up version with another shuriken increases its lifespan and size.
Increased aerial angle range.
Grounded IASA increased (14f -> 16f)
Summon (kunai)
Kunai are now unparriable, no longer disappear on hit, and are projectile immune, but can be destroyed with melee attacks. Your melee attack automatically free-cancels when you hit one.
Substitution
Drastically reduced sadness penalty
Valid substitute distance from a projectile is determined by distance to the opponent instead of the player substituting, and the max horizontal distance is reduced (600px -> 300px).
Neutral IASA increased (10f -> 15f)
Is now interruptable starting on frame 10.
Ninja now teleports to the center of the projectile instead of the very top.
Now snaps to the ground when closer than 16 px.
Now requires an air option during neutral.
Sticky Bomb
Ninja no longer moves during the throw animation.
Kick (aerial)
Reduced IASA (40f -> 22f)
Slide Kick
Projectile invulnerability is now on initiative only.
Punch (grounded)
Damage increased (300 -> 350)
Punch (aerial)
Reduced IASA (22f -> 16f)
Is now +0 on block (from +3)
Can no longer be cancelled into itself.
Stomp
Guard break damage proration adjusted (+1 -> +3)
Dive Kick (grounded)
Now transitions into a little hop when hitting Ninja’s own hittable projectiles. Only usable once before landing.