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Version 5.0 changelog

Changes are ordered newest to oldest. Open a release below to see its complete notes.

[+] Buff[-] Nerf[=] System[#] Fix[+/-] Mixed
Version 0.5.1
  • [+] Added Folderhead skin for Brawler
  • [=] Swordie jab first tipper hitbox angle changed (90 → 80)
  • [=] Swordie jab first hit endlag increased (12 → 18)
  • [=] Swordie up air animation data changed
  • [#] Fixed an oversight where hitboxes would still be enabled after a round ended
Version 0.5.0
  • [+] Changelog automatically opens when joining the game
  • [+] Added practice mode, triggered by queueing if you are the only player in the server (use private servers!)
  • [+] New character (Swordfighter/Swordie)
  • [+] (!) is added to the ping counter if the number doesn't change in over 1/10 of a second
  • [+] New button for changing character on the skins screen
  • [+] Second stage (Happy home)
  • [+] Third stage (Classic baseplate)
  • [+] Blastzones have been changed (You must be in hitstun to die off top blastzone, fading animation is smoother than before, you must be closer to the blastzones for the animation to play)
  • [+] Stage voting implemented (after all players have chosen their character)
  • [+] Hitfalling has been made easier (the window has been increased from right when you hit someone to the entire rest of the move)
    • hitfalling is when you hit someone with an aerial normal attack and then tap down to fastfall early (normally you can only fastfall when traveling down)
  • [+] Changes to the css
    • You can actually choose a character now
    • Size increase
  • [=] Brawler forward smash's horizontal movement has been polished, Brawler goes farther on the swing, and it can be used to slide off ledges
  • [=] Countdown will be skipped if everyone in the server is queued
  • [=] Countdown is shorter (3 seconds > 2.1 seconds)
  • [=] Some low normals (like Brawler's down tilt) will no longer make the character stand for a few frames if down is held
  • [#] Fixed an oversight where hitboxes could be displaced if a character was moving too quickly