Super shadow effects no longer cause horizontal line graphical glitches.

Fixed a specific situation where the defending character could trigger a Stunt Double while blocking a fatal attack. Thanks to yaboidekillsage.

Fix for save file corruption under certain conditions – save files are now always closed on load. Thanks to Skarmand.

After certain super flashes, tapping a button with 1f timing no longer completely halts air momentum. Thanks to Guitalex.

Certain ground recovery animations no longer allow the defending character to get crossed up in the corner. This includes Cerebella face up, Double face up, Eliza face down, and Filia/Fukua faceup.

3 button commands such as MP+HP+HK will no longer count as either an Ensemble Attack or a tag command depending on team order. They now always count as an Ensemble Attack. Thanks to Negus Eyoel.

When a character hits a defending character with a separate attack during a throw it no longer generates whiff/invulnerable hit sparks.

Air dashes can now be cancelled into specials and Blockbusters with negative edge and motion+P+K special commands. Thanks to Severin.

Dead Ensemble characters are now drawn behind everything else.

PP+K can no longer be used as a push block/throw tech option select; it now always gives a push block command.

Tossing Ms. Fortune’s head in the “Punishing” tutorial will no longer break the tutorial.

Moves with selective character passthrough (such as Filia’s Gregor Samson) will no longer pass through an opponent’s invulnerable wake up animation. Thanks to SonicFox5000.

A wall splat hitstun (from Fukua’s Twice Shy, Beowulf’s Gigantic Arm, etc) will now give proper collision between the defending character and other characters during the effect.

Getting hit out of an Outtake now puts the defending character in a standing hitstun animation instead of crouching.

Air pre-block animations will no longer have a stuttering effect against ground moves at specific distances.

Ensemble Attacks will no longer teleport before landing under certain conditions. Thanks to Weatherbee.

Ensemble Attacks will no longer enter the screen from the wrong side under certain conditions. Thanks to Luweewu. (They will still enter the screen from the “far” side if your character is facing away from the opponent when the assist is called, but they will no longer enter the screen from in front of your character.)

The slowdown effect for a character death no longer causes dropped inputs.

In arcade mode, the PC version should no longer have just Filia, Cerebella, and Peacock as the only possible solo opponents. Thanks to chickenwithtie.

Adjusted how the game checks the defending character’s horizontal position during a throw, preventing the attacking character from wrongly facing backward in some situations (such as during Parasoul’s Egret charge).

Fixed various issues with simultaneous super flashes, including the camera focusing on the wrong character and projectiles behaving in unusual ways.

Ground Recovery response VO will no longer play during a Blockbuster or when the responding character is dead. Thanks to boboflesserdoom and E. Dee.

Fixed the positioning of certain characters during their trip animations. Thanks to LazyBakemono.

Fixed a UI error in the text for layer 1’s third Ensemble Attack choice on the character select screen. EXTREMELY IMPORTANT. :^)