Please note that these changes are intended to be experimental in nature! Pretty much everything in this build is subject to change and should not be considered finalized. We’re looking for feedback before dialing everything in, especially on characters with reworked moves or other large changes - we’re expecting several of them to need substantial further turning after testing.
If this sounds like something you’d be interested in, we’d love to hear from you! Once you’ve had a chance to try everything out, please use the following survey to let us know what you think: https://forms.gle/fNvWiMZb6WFH8hmk7.
Highlights
New Mechanic: Airdodge
· All characters can now perform an airdodge by pressing the shield button while not holding any left stick direction while midair.
- Note: these currently use placeholder animations - we will create custom animations for the cast if we decide to move forward with the feature.
- If a character lacks an airdodge animation, the engine will instead create a fallback using the character’s spot_dodge with modified frame pacing and intangibility. The same applies to the new airdodge_land animation - airdash_land_uncanceled will be used if it isn’t present. This means that custom characters shouldn’t break on this branch, though you’re free to make your own airdodge and airdodge_land animations of course! Please note that like the feature itself, all current frame data is subject to change.
Assist Charge Now Gained When Damaged
· Players now gain assist charge when they take damage, currently set to 50% of damage taken.
- All assist charge values have been multiplied by 1.5x (rounding to the nearest 5). The goal with this change is for assists to become charged approximately as often in general, but for their allocation to be less snowbally and allow players who are losing heavily to access their assists.
- For custom content creators, this means that on this branch your assists will become charged more often by default. You’re free to adjust your content to bring it in line with official assists, but please note that while we are on a test branch it is possible for this feature to change significantly or be scrapped entirely before being pushed to the main branch.
New Hitbox Stat
· Added optional multihitBypassDuration hitbox stat. When this stat is set to a value above 0, a multihit attack will be unable to hit again for the input number of frames if that player is hit by a different attack and the multihit has hit a given player at least once already. This is mainly used to allow multihits to more easily set up subsequent attacks. This is currently applied to Orcane’s down special and forward aerial bubbles.

Bug Fixes
· Fixed bug that caused move() with an x value between 0 and 1 to be set to 1 forcibly while on a floor.
· Fixed bug that made the Team Attack match option display and in game function misalign.
Menus
· Character Select Screen
- Updated Hat Kid’s palette selection graphic.
· Credits
- Updated.
Playable Characters
· CPU Adjustments
- General
- Improved CPU’s ability to predict enemy’s positions.
- Adjusted CPU teching logic.
- CPUs now sometimes attack out of airdash.
- CPUs now have a better idea of what attacks KO.
- Octodad
- Up Special recovery logic improved.
- Side Special is now used in situations where the attack is more likely to land.
- Welltaro
- Up Special recovery logic adjusted.
· General Balance Adjustments
- Changed allowTurnOnFirstFrame to true by default on shield_in, allowing you to buffer a backwards facing shield.
- Standardized airdash_land_whiff duration at 35 frames.
- Standardized skid duration at 18 frames.
- Fixed bug that prevented forward midair jumps from canceling backward momentum.
- You can now up tilt out of shield using any input that would normally result in an up tilt without jumping.

Dash
· Speed reduced (10 → 9.5)
Neutral Special
· Reworked
- Has rough visuals using sketched art instead of sprites, not necessarily indicative of the final visual design for the attack. Finalized sprites would be used if this concept makes it to the main branch.
Up Special
· Hitbox size reduced.
Side Special
· Adjusted aerial ECB foot position.
Neutral Air
· Startup increased by 1 frame.
Up Air
· Hitbox sizes reduced.
· Landing lag increased (7 → 8)
· Startup increased by 1 frame.
Down Air
· Reduced active frames (7 → 5)
· Added damage reduced after the first frame of activity (9 → 7)
· Startup increased by 1 frame.
Back Air
· Hitbox sizes reduced.
Jab 1
· Removed 2 IASA frames and increased endlag by 1 frame, adding three extra frames of endlag.
Jab 2
· Removed 2 IASA frames and increased endlag by 1 frame, adding three extra frames of endlag.
Jab 3
· Reduced startup by 1 frame.
· Added 3 IASA frames to the end of the animation, reducing endlag by 3.
Forward Tilt
· IASA turns on 3 frames later.
Up Tilt
· Active frames reduced by 2.
· Hitbox sizes reduced.
Roll
· Standardized intangibility ending time (frame 22 → frame 20)

Neutral Special
· Duration increased (13 → 30)
· Freeze time scales up 1 per frame from frame 14 onward.
· Freeze time for bombs increased (33 frames → 50 frames)
Down Special
· Spawn position logic adjusted to prevent occasional clipping issues from occurring.
· Teammates can now interact with Bomb when team attack is set to on.
· Bomb no longer ticks during hitstop.
· Bomb now erases hitstop on explosion.
· Bomb now properly plays the unfreeze sound when unfrozen.
Up Special
· Increased hitbox size.
· Fixed bug that allowed Guy to ignore Mustache Girl’s time freeze while climbing on the rope.
· Adjusted spawn layer. This fixes a few visual issues that could occur in specific scenarios.
All Throws
· Hitbox size reduced.

AirdashSpeedCap
· Reduced (10.5 → 10)
Neutral Special
· Potion blast can now be DI’d.
· Fixed bug that prevented turnaround inputs.
Forward Special
· Armor removed.
· Zoom speed increased (18 → 19)
Up Special
· Startup increased by 3 frames.
· Endlag increased by 2 frames.
· Vertical speed slightly reduced.
Down Special
· knockbackGrowth increased (55 → 60)
Forward Air
· Increase size of tipper hitbox.
· Tipper knockbackGrowth increased (75 → 80)
Forward Tilt 1
· Slightly increased hitbox size.
· baseKnockback reduced (25 → 20)
Forward Tilt 2
· Slightly increased hitbox size.
· baseKnockback reduced (25 → 20)
Forward Tilt 3
· Slightly increased hitbox size.
· baseKnockback increased (55 → 60)
Up Tilt 2
· baseKnockback increased (45 → 50)
Forward Strong
· Damage increased (10/13/16 → 11/14/17)
Zair
· Raised the bottom of the last grab box on the last active frame.
Roll
· Standardized intangibility start time (5f → 4f)
Crash Roll
· Standardized intangibility ending time (frame 18 → frame 20)
Tech Roll
· Standardized total amount of frames (39f → 38f)

Forward Special
· Can now be DI’d.
· Speed reduced (14/20 → 13/18)
Up Special
· Distance reduced (350/500 → 300/450)
· IASA, ledgeGrabBox and Gravity now start 3 frames later.
Forward Air
· knockbackGrowth reduced (95 → 90)
· Reduced hitbox size.
Back Air
· Startup increased by 1 frame.
· IASA frames reduced (3 → 0)
Down Air
· Landing lag increased (11f → 18f)
· Startup increased by 2 frames.
· Reduced hitbox duration by 3 frames.
· baseKnockback reduced (35 → 30)
Up Tilt
· Hitbox size reduced.
· Startup increased by 1 frame.
· Endlag increased by 1 frame.
Down Tilt
· Startup increased by 1 frame.
Up Strong
· Damage reduced (11/14 → 10/13)
Back Throw
· knockbackGrowth reduced (90 → 85)
Up Throw
· baseKnockback reduced (55 → 50)
· Endlag reduced by 2 frames.
· DI and hitstop nudge turned off for the first projectile.

Weight
· Increased (105 → 115)
Grab
· Reduced grab box size.
Up Special
· Reduced grab box size.
· Startup increased by 1 frame.
· Wall jump takes 2 additional frames.
Forward Special
· Now has 6 points of damage armor from frame 10 through the first active frame.
Neutral Air
· Startup increased by 1 frame.
Forward Air
· Endlag increased by 1 frame.
· Landing lag increased by 1 frame.
· Autocancel activates 2 frames later.
Down Air
· Endlag increased by 4 frames.
· Tipper hitbox size reduced.
· Second hit tipper angle adjusted (305 → 315)
Forward Tilt
· Increased tipper hitbox size slightly.
· Damage increased (7/10 → 8/11)
· Startup reduced by 1 frame.
· Endlag reduced by 2 frames.
Forward Strong
· Damage increased (10/13 → 11/14)
Down Strong
· Damage increased (10/13 → 11/14)
Back Throw
· Damage increased (7 → 8)
· Angle adjusted (120 → 130)
· knockbackGrowth reduced (80 → 70)
Roll
· Standardized intangibility ending time (frame 24 → frame 20)

Character Stats
· Friction reduced (0.5 → 0.35)
- Adjusted friction on all rolls to ensure they go the same distance as before.
· Gravity reduced (0.8 → 0.7)
· terminalVelocity reduced (9.5 → 8.5)
· fastFallSpeed reduced (16.5 → 15)
· aerialFriction reduced (0.22 → 0.15)
Down Special
· Stalling component refactored.
- Now applies later in the animation (frame 1 → frame 7) and stalls for 5 frames.
- Can now only stall once per airtime.
· Added 15 multihitBypassDuration.
Side Special
· Aerial Side Special now attaches to floors when used near the floor on the first frame.
Neutral Air
· Landing lag increased (7 → 8)
Forward Air
· Physics refactored.
- Now allows much greater momentum conservation into the attack, among other feel changes.
· Added 15 multihitBypassDuration.
Back Air
· Initial hitbox size reduced.
· Landing lag increased (8 → 9)
Down Air
· selfHitStop reduced (5 → 3)
· Landing lag increased (7 → 8)
Roll
· Standardized intangibility ending time (frame 22 → frame 20)
Crash Roll
· Standardized intangibility ending time (frame 22 → frame 20)

Dumbbell
· Slightly reduced projectile size.
Neutral Special
· Hitbox size reduced.
· knockbackGrowth increased (55 → 65)
Neutral Air
· Active frames reduced by 1.
· Endlag increased by 1 frame.
· Autocancel activates 3 frames later.
· Hitbox sizes slightly reduced.
Down Air
· Slightly reduced hitbox size.
Down Strong
· Hitbox size reduced.
· baseKnockback reduced (30 → 25)
· knockbackGrowth reduced (50 → 40)
Forward Throw
· knockbackGrowth increased (120 → 200)
Back Throw
· knockbackGrowth increased (45 → 60)
Up Throw
· Angle adjusted (90 → 95)
Roll
· Standardized intangibility ending time (frame 22 → frame 20)

Grab
· Reduced grab box size horizontally, especially backward.
Neutral Special
· Wrath
- Reworked initial hit to a hitgrab to make the follow up attack hit more consistently.
Up Special
· General
- Reduced SFX volume.
· Calm
- Vertical speed reduced (-10.5 → -9.75)
· Wrath
- aerialSpeedCap reduced (12 → 10)
Side Special
· Reduced SFX volume.
Neutral Air
· Removed third hitbox, reducing hitbox size.
· Startup increased by 1 frame.
· Active time reduced by 3 frames.
· Moved endlag autocancel 5 frames later in the animation.
Back Air
· General
- Landing lag increased by 1 frame.
· Calm
- Active frames reduced by 4 frames.
- Startup increased by 1 frame.
Forward Strong
· Moved IASA one frame later.
Jab 1
· Reduced hitbox size, especially backward.
Jab 3
· Reduced hitbox size, especially backward.
Down Throw
· General
- Damage increased (10 → 11)
· Calm
- baseKnockback increased (50 → 55)
Hurt Medium and Hurt Thrown
· Hurtboxes adjusted.
Roll
· Standardized intangibility start time (5f → 4f)

Airdash
· No longer sends to special fall.
· Can be used multiple times in the air as long as you have ammo.
· Ammo cost increased (2 → 3)
Side Special
· Now restores meter on hit equal to charge level, rather than the default 1 ammo.
· knockbackGrowth increased (75 → 80)
Down Special
· hitstop reduced (30 → 25)
· Endlag reduced by 17 frames on hit.
· Land animation now switches to heavy land when the projectile fires instead of later in the animation.
Neutral Air
· Time between hits reduced by 2 frames.
Forward Air
· Removed IASA frames, resulting in two additional frames of endlag.
Forward Tilt
· knockbackGrowth increased (65 → 75)
Down Strong
· Added a hitbox that covers the ground between both projectiles.
Back Throw
· selfHitStop reduced (6 → 3)
Crash Roll
· Standardized total frames (37f → 35f)

Birthday
· Hat Alignment
- Fixed hat projectile’s incorrect spawn position when facing left.
Guy Spelunky
· Bomb Projectile
- Bomb no longer ticks during hitstop.
- Bomb now erases hitstop on explosion.
- Bomb now properly plays the unfreeze sound when unfrozen.
Orcane
· Bubbles
- Added 15 multihitBypassDuration.
The Watcher
· Wrath
- Reworked initial hit to a hitgrab to make the follow up attack hit more consistently.