Version 7.0 changelog
Changes are ordered newest to oldest. Open a release below to see its complete notes.
[+] Buff[-] Nerf[=] System[#] Fix[+/-] MixedVersion 0.7.6
[+]Added Rivals camera mode, where the camera will stay focused on the center of the stage until someone leaves its bounds.[+]Some stages now have custom lighting! For example, SFOTH has the real SFOTH skybox and Happy Home has the classic sky and has a more saturated color scheme.[+]If you hit someone with an aerial and land with it, you will only have half the normal landing lag.[+]Stage portraits have been updated with the stages' new appearances, and there is a gradient on the top and the bottom of the image[+]Clicking on a setting in the settings menu will give you a description of what it does (does not work with controls remapping)[-]Animations are no longer interpolated because of multiple visual glitches[=]Changed stage voting so that in the event of a tie, the stage chosen will actually be one of the stages that was tied for instead of just a random stage[=]Altered design of Vaporwave stage courtesy of it's creator, @PopcornFree[=]Lowered default ghosting time to 6, as 20 feels more jarring- =Changed SSS to more closely resemble CSS
[=]You now have an unlimited amount of time to choose a stage if there is only one player in the server[=]The timer is no longer visible on the 'Play' window if there is only one player in the server[=]The blast zone lines now turn invisible when someone dies[=]Changed how huds work, they will now change color depending on the player's primary color, shake when a player has died, change position depending on how many players are still in the game, and there will now be huds for CPUs[=]The camera rotates slightly depending on how far the characters are from the center of the stage. This does not affect Rivals camera mode.[=]Vaporwave now has diagonal walls on the sides to compensate for the new camera rotation[=]If the game is lagging then the screen shake will be depleted locally so the screen doesn't endlessly shake until the lag stops[=]The arrows on vaporwave now move much slower[=]Brawler up smash sweet spot x offset decreased (1.5 → 1.25)[=]Brawler up smash sweet spot y offset decreased (3 → 2)[=]Brawler up smash sweet spot size decreased (1x1 → 0.5x0.5)- this hit was extremely hard to hit and I honestly forgot this hitbox even existed, now this should be much easier to hit if the enemy is very close to Brawler (actually much better than it sounds)
[=]Brawler bair landing lag increased (8 → 15)[=]Brawler dair landing lag increased (11 → 18)[=]Brawler fair landing lag increased (7 → 12)[=]Brawler nair landing lag increased (6 → 13)[=]Brawler uair landing lag increased (6 → 14)[=]Swordie up tilt back hitboxes pushed out by 1 stud and front hitboxes pushed out by 2 studs to better match the animation[=]Swordie dash attack no longer causes the player to lose momentum on hit- this honestly just felt awful should have done this earlier
[=]Swordie dash attack weak hit base knockback decreased (11 → 8)[=]Swordie dash attack weak hit knockback growth decreased (12 → 9.5)[=]Swordie dash attack tipper base knockback decreased (11.5 → 9)[=]Swordie dash attack tipper knockback growth decreased (17.5 → 12)[=]Swordie dash attack tipper knockback angle changed (80 → 100)[=]Swordie dash attack endlag decreased (16 → 12)[=]Swordie dash attack whiff lag increased (7 → 13)[=]Swordie bair landing lag increased (13 → 16)[=]Swordie dair landing lag increased (14 → 18)[=]Swordie fair landing lag increased (8 → 15)[=]Swordie nair landing lag increased (7 → 13)[=]Swordie uair landing lag increased (10 → 15)[=]Gunner up tilt top hitbox height increased (1.75 → 2.75)[=]Gunner up tilt top hitbox y offset decreased (1.75 → 2)- this will make it so the move will hit ducking opponents (if the character was in grounded knockback then this move would whiff because they would go under it)
[=]Gunner bair landing lag increased (6 → 11)[=]Gunner bair knockback growth decreased (15 → 8)[=]Gunner dair landing lag increased (12 → 20)[=]Gunner fair landing lag increased (12 → 17)[=]Gunner nair landing lag increased (5 → 12)[=]Gunner uair landing lag increased (13 → 18)- this was initially just meant to make landing with aerials better for combos but this will also make aerials much less safe to spam which is definitely good
[#]Fixed some strange scaling with the stage select screen[#]Fixed an oversight which made the minimum amount of spins you could do with Swordie's side special 2 instead of 1
Version 0.7.5
- The MERGE! A lot of things were changed, but I never kept track of what was changed, so sorry about that. Have fun with the update!
Version 0.7.4
[-]Removed Sonic the Hedgehog as a playable character[#]Fixed an oversight where it was possible for multiple hitboxes of the same type to be created on the same frame
Version 0.7.3
[#]The tap jump button actually works now
Version 0.7.2
[=]Disabled StreamingEnabled- roblox makes me so mad sometimes
Version 0.7.1
[+]Added new sound and visual effect for when a character is hit with a strong move that sends downwards (spike)[-]Reverted change to Gold skins from last patch[=]Hud colors now match the secondary color of the corresponding player[=]Sparkles on gold skin now match the primary color of the corresponding player[=]Nametag above character's head now matches the primary color of the corresponding player[#]Fixed an oversight where the skin name could get covered by the skin icon in certain screen resolutions[#]Fixed an oversight where practice mode would not end if a player left the game, even if another player joins the same server afterwards[#]Fixed an oversight where Gunner would freeze when the vortex from his neutral special would go through a wall while charging it[#]Fixed an oversight where the percentage above a character's head would slightly cover the player's name
Version 0.7.0
[+]NEW CHARACTER (GuNer)[+]Added new visual effect for when projectiles like Swordie's neutral special and Gunner's down tilt despawn[+]New stage (Forest by @MrChaoticNoob)[+]2 New stages (Stone Wall by @Plasmapea987 and it's walk-off variant Stone Wall X)[+]New stage (Vaporwave by @PopcornFree)- thank all of you nice community folks for making stages for this update!!! :) :) :)
[+]6 New skins (Spooky Brawler, *A HUMAN, Swordie, Hank Swordie, sans. Gunner, Gmario Gunner, sus Gunner)[+]New code system that allows you to get certain skins for free by inputting the correct code[+]Moves with high enough downward knockback can send you straight through platforms[+]Added screen shake[+]The buffer frames for a jump input no longer deplete when the player is in hitstop- This will make it easier to jump-cancel Brawler neutral special and Gunner down special, as well as wavedashing/jumping out of moves
[+]Remade character portraits for first 2 characters and random[+]Remade portraits for all skins to match the style of the new character portraits[+]Moves that involve fire will now catch opponents on fire, dealing small amounts of damage[+]You can now remap controls for controllers![+]New button that resets controls for keyboard and controller individually[+]Added tap jump toggle[+]Added toggles to change time limit and stock count in private servers (in settings)[-]You can no longer dash out of a wavedash[=]A majority (or all) of the moves of the first two characters have had small tweaks (usually less endlag on hit) to combo a bit easily[=]Vertical knockback has been nerfed universally, but characters are slightly floater while in hitstun[=]A wavedash can now be buffered no matter when in the jumpsquat's lifetime you press shield- For example, if you hit them at almost the same exact time, your buffered frames for the dodge button might have completely deplenished by the time the jump squat finishes, meaning all you'd get is a shorthop.
- oh no i made wavedashing mashable
[=]You now stand completely still when parrying- You used to slow down due to friction, but this misaligned the player from the visual effect so i'm just gonna try this instead
[=]Skin prices have been made universal (R$65 or R$75 > R$55)- sorry to anyone who bought skins beforehand, this is a change i've wanted to make for a while though
[=]Changed Funkin' skin's in-game description to match the description of the gamepass[=]Removed "the most powerful sword." from the description of the Darkheart skin as disambiguation, so people don't think the skin actually makes Swordie stronger (it doesn't)[=]Hitstop reduced, hopefully making combos and gameplay feel a little more fast-paced[=]Size of hit effect scales with knockback[=]Knockback smoke fades from the attacker's primary color to their secondary color, instead of just remaining as their primary color[=]Gold skins now have a different secondary color that changes with player color to be able to distinguish multiple gold characters easily[=]Default time limit has been changed from 400 to 300.[=]Brawler up tilt weak hitbox knockback growth decreased ( 12 >8 )[=]Brawler up tilt strong hitbox knockback growth decreased ( 14.5 >10.5 )[=]Brawler up air landing lag decreased ( 8 → 6 )[=]Brawler down air landing lag increased ( 5 → 11 )[=]Brawler forward air weak hitbox size increased ( 2.25x2.5 → 2.5x2.75 )[=]Brawler forward air spike hitbox size increased ( 1.75x1.75 → 2.35x2.35 )[=]Brawler side special has been completely remade[=]Brawler side special cooldown increased ( 120 → 200 )[=]Swordie jab first hit weak hitbox damage decreased ( 3 → 1 )[=]Swordie jab first hit strong hitbox damage decreased ( 3.75 → 1.75 )[=]Swordie jab second hit weak hitbox damage decreased ( 5 → 3 )[=]Swordie jab second hit strong hitbox damage decreased ( 7.75 → 5.75 )[=]Swordie jab second hit weak hitbox base knockback increased ( 9 → 12 )[=]Swordie jab second hit strong hitbox base knockback increased ( 12 → 15 )[=]Swordie neutral special sword horizontal speed decreased ( 21 → 14 )[=]Swordie neutral special sword vertical speed decreased ( 6 → 5 )[=]Swordie neutral special sword lifetime decreased ( 60 → 50 )[=]Swordie neutral special cooldown increased ( 60 → 100 )[#]Fixed an oversight where, under certain specific circumstances, using a move while already using that move would cause the player's character to freeze[#]Fixed an oversight that allowed players to go through platforms if they either were spiked through them (with not enough power to bounce off), and if they used Brawler's down special[#]Fixed an oversight where using a grounded move on the first frame you became aerial would perform the move for one frame and then stop- This has been a bug for a while, but i finally found a way to fix it. Easiest way you could see this bug was probably Brawler's forward smash; when you used that under the above circumstances at the edge of a platform, your character would fall through the platform.
[#]Fixed an oversight where being inside of a hitbox that you've already been hit by may make other hitboxes whiff[#]Fixed an oversight where logic for the current state would not run the frame after the fighter leaves hitstop[#]Multiple steps have been taken to reduce lag- idk why i call bugs "oversights" but i'm not gonna stop
[#]Fixed an oversight where players would not stop fastfalling if parried while in mid-air[#]Fixed an oversight where players could fall through a platform if it was the last platform they were standing on before they died under specific circumstances[#]Fixed an oversight where the percent above players' heads in game was not centered