- You can now start training mode with only 1 player.
- If hitpause is interrupted by another hit, your ASDI will happen immediately.
- ASDI is still checked in the middle of hitpause, so you won’t be able to ASDI if hitpause is interrupted before then.
- Incompatible replays will now show the version number in the replay menu.
- Holding the walk button will now prevent tap jumping with the dpad/keyboard controls.
- Dashing left now behaves identically to dashing right.
- Previously, dashing left would override dashing right, while pivoting right would override pivoting left, leading to inconsistencies in both empty pivots and pivot babydashes.
- Fstrong and Dstrong fire consume hitboxes angle adjusted from 361 > 45.
- It already used angle 45 almost all of the time due to the hitpause movement from the normal 2nd hit of both attacks, so this keeps the moves essentially the same aside from a few unpredictable edge cases.
- The burn effect can now be removed by parrying a projectile instead of just by parrying a physical hitbox.
- Ustrong no longer has extended parry stun.
- Ustrong no longer has upper-chest invincibility on startup.
- Clone now spawns on fire if Forsburn is on fire.
- Can now B-reverse Cloud Pop Nspecial.
- Fspecial icicles now have a landing hitbox that lasts 1 frame.
- Fixes issues like these:
starting stream a little late tonight
in the meantime, enjoy this clip that summarizes the etalus-forsburn matchup pic.twitter.com/h1914xeL1z
— PG | FullStream (@FullStream) May 13, 2020
- Dair no longer goes into the landing lag state after ending on the ground.
- Ustrong no longer has extended parry stun.
- Getting parried now removes his Nspecial charge.
- Fspecial can now ledge cancel.
- Projectiles that spawn inside the plasma field but have the speed to escape the plasma field in 1 frame will now be halted in place so that they get destroyed.
- Previously, they would escape the plasma field but be unable to hit anything, as the plasma field disables their collision immediately when they’re created, but doesn’t actually destroy the projectile until the next frame.
- Nspecial’s fist no longer detects collision with the ground/platforms on the first frame it is created.
- This allows it to hit a mine placed on the ground when fired from directly above.
- Nspecial’s fist can no longer pass through platforms.