Due to the nature of the changes in this patch, we’ve put it on an experimental branch for community testing prior to merging with the main game. You can access this branch by right-clicking Fraymakers in your Steam library, clicking Properties, and heading to the Betas tab. If you had the previous branch selected, you should be updated to this one automatically.
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.

Airdodge Adjustments
· Duration reduced by 5 frames (50 → 45)
· Invincibility window adjusted (frames 4-30 → frames 6-32)
· Landing lag reduced by 5 frames (20 → 15)
· Introduced a fallback that uses a modified airdash_land animation if the character does not have an airdodge_land animation.
· You can no longer airdash out of tumble.
· You can now buffer out of airdodge.
· Fixed bug that prevented you from airdodging while actionable if you had previously airdashed.
· Placeholder SFX added to the start of airdodge.
Assist Charge Adjustment
· Assists can now only reach 1 charge below full by being hit. Landing a hit is now required to fully charge an assist.
Improved interaction between buffs and autolink attacks
· Hitstop, hitstopOffset, baseKnockback, and knockbackGrowth will no longer be modified by stat boosts (such as Crewmate assist’s buff) on hitboxes that use autolink angles to help ensure that they still connect.
Bug Fixes
· Identified and patched up two potential sources of memory leaks. References to destroyed timers or projectiles could remain indefinitely, bloating the main loop.
- Please let us know if you notice a performance improvement, especially during long sessions of multiple matches!
· Respawn facing direction is no longer based on facing direction on KO.
· Instant Assist Charge match modifier now only awards a fully charged assist to the attacking player.
· Fixed situations where tap jump would fail to buffer due to a left stick up input not being correctly recognized as released.
· Fixed turn around shield not being bufferable out of spot dodge
- Spot dodge now correctly transitions into shield_in rather than shield_loop.
CPU Improvements
· CPUs can now drift past the ledge while recovering instead of always recovering directly to it.
· CPUs use evasion logic less in situations where they might self destruct as a result.
Character Select Improvements
· Custom content selection now opens up into a grid view for quicker content selection
- The original list view is still viewable via a toggle.
· Custom content list view now accommodates the full size of the content’s graphic. It was previously slightly cropped.
· The quick palette selection menu now accommodates the full size of the content’s graphic. It was previously slightly cropped.
· Some character and assist quick palette selection menu graphics have been adjusted to accommodate the full size.

Neutral Special
· Startup reduced by 2 frames.
· Initial hit damage reduced (10 → 4)
· Laser hit now programmatically hits the grabbed enemy as opposed to using a hitbox to avoid situations where terrain prevents the hit from connecting. The laser hitbox can still hit other players.
· Added ledge grab box to end of aerial animation.

Neutral Special
· Duration reduced by 5 frames.
Forward Special
· Added ECB to ensure that projectile no longer crosses up shielding players when used at point-blank range.
Down Special
· You can no longer parry your own bomb.
Neutral Air
· Startup increased by 1 frame.
· Landing lag increased by 1 frame.
Forward Air
· Spike baseKnockback reduced (50 → 40)
Back Air
· Added missing spark and fume effects to the rising jetpack version.
Up Air
· Startup increased by 1 frame.
· Landing lag increased by 1 frame.
Down Air
· baseKnockback reduced (45 → 35)
· Autocancel turns on 3 frames later in endlag.
Jab
· Startup increased by 1 frame.
Up Tilt
· Endlag increased by 1 frame.
Down Tilt
· Endlag increased by 1 frame.
Down Strong
· knockbackGrowth reduced (45 → 35)
Forward Strong
· Bubble damage increased (10 → 11)
· baseKnockback increased (45 → 50)
· Increased hitbox size.

Down Special
· Angle adjusted (45 → 65)
· knockbackGrowth increased (65 → 70)
Forward Air
· Tipper knockbackGrowth buff reverted (80 → 75)
Up Air
· First hit knockbackGrowth reduced (75 → 70)
· IASA moved 3 frames later on the second hit’s endlag animation.
Zair
· Bottom of the ledge grab box moved up further.
Down Tilt
· Startup increased by 1 frame.
Up Strong
· Endlag increased by 4 frames.

Neutral Special
· Angle adjusted (52 → 55)

Up Tilt
· Endlag increased by 1 frame.
Down Tilt
· Endlag increased by 1 frame.

Side Special
· Armor now starts earlier in the attack (frame 10 → frame 5)

Airdash Land
· Friction increased (0.35 → 0.43). This is a midpoint between his new overall friction stat and his previous value of 0.5.
Neutral Air
· IASA moved 2 frames later in the animation.
Down Tilt
· Endlag increased by 1 frame.

Forward Air
· Hitboxes tightened.
· Calm: Increased startup by 1 frame.
Forward Strong
· IASA moved 2 frames later into the animation.
Down Tilt
· Startup increased by 1 frame.

Lea
· Projectile deathBoundsDestroy now turns on after 60 frames.