Engine:

Targets can now break when hit by windboxes that do > 0 damage

All projectiles, items, enemies, and targets no longer receive hitstun from windboxes

Fixed an issue where all projectiles were basically transcendent

Items:

Barreled opponents can no longer be hit

Master Ball can no longer capture opponents that are stuck in a barrel

Characters are no longer extra thicc when breaking out of Master Ball

Arena Mode:

Online Mode:

Players can no longer join a room if it’s at maximum capacity

Online replays hopefully no longer desync due to differences in online/offline input buffer

Password systems for rooms now work again

Misc:

In the Multiman Stage in Classic Mode, player knockback ratio increased by 1, but computer level also increased on harder difficulties

Status boxes no longer appear in training mode if HUD is disabled

General Character Updates:

Bomberman:

Fixed an issue where Detonate would not detonate any bombs

Fixed some issues involving Bomb Toss that may have resulted in undiscovered bugs

Captain Falcon:

Falcon Dive now does hitlag and no longer shakes the camera when used in the air

Raptor Boost no longer uses a detection hitbox; the first hit does the damage and knockback that the second hit originally did

Falcon Punch now shakes the camera 5x as violently

Falco:

Fixed an issue where Falco could pummel once per frame

Fox:

Fixed an issue where Fox could pummel once per frame

Fixed a bug where the randomized camera shake on Fox’s land/heavyland animations would break replays and desync online battles

Isaac:

Jigglypuff:

Fixed an issue where Jigglypuff would not get KO’d after getting its shield broken

Luffy:

Fixed an issue where Gum-Gum Rocket would sometimes not work/freeze the opponent when it connects

Mega Man:

Fixed an issue where Mega Man could pummel once per frame

Ness:

Fixed an issue where PSI Magnet couldn’t be held down

Fixed an issue where Ness would get hit by PK Thunder instantly when powershielded

PAC-Man:

Hydrant no longer breaks in Arena Mode if it’s currently out when scoring

Fixed an issue where Trampoline could break the hell out of held fruit behavior

Fixed an issue where throwing fruit backwards makes them fly forwards instead

Pichu:

Now uses Pokemon Colosseum as its unlock stage

Handbox on discharged Agility comes out 1 frame earlier and is much bigger on first active frame

Skull Bash now goes into endlag immediately after hitting a wall

Skull Bash now stops when it hits a shield

Pikachu:

Skull Bash now goes right into endlag when it hits a shield

Quick Attack can no longer be platform-cancelled when landing

Sonic:

Fixed an issue where Sonic could pummel once per frame

Zelda:

Farore’s Wind second hit now extended to cover the entire height of the red effect on the first active frame

Zero Suit Samus:

Engine:

Grabs have priority over attacks now so Luffy is viable

Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players

Throws that don’t actually hit the foe can no longer be SDI’d and feel/look better

Horizontal momentum now decreases by 30% if no direction is held

Clanked attacks can no longer hit after the clank

Clanking now pauses animations for the duration of attack hitstuns

Intangible CPUs should no longer react to attack collisions

Characters using alt costumes will revert to the default during screen KOs if fullscreen and quality is set to software mode to prevent lag spikes

Characters with moves that allow them to be grabbed during intangibility frames can no longer be grabbed during the move if invincible via revival or starman

Additional tweaks to turns to behave more like Smash 4 (so if you try to cancel a turn in the opposite direction it will downgrade to walk)

It is now possible to enter turn animation during the first frame of skid so turning isn’t frame perfect

When using a homing attack, the homing target is now cleared when the attack initiates

Removed the artificial 5 frame dodge/spotdodge delay that kicked in after spot-dodges

Fixed a rare issue where grab released opponents would get flipped around

Characters no longer turn around if their shield breaks

When an object takes damage, its sprites are not flipped until the frame after the collision happens

Fixed a bug where certain characters could be flipped around by moves that should only reflect projectiles

Previous frame before ledge grab is no longer shown for an extra frame

Attack hitboxes are now processed if player grabs the edge on the same frame

Aerial hitboxes are now processed if player touches the ground on the same frame

Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact

Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays

Reactions for attack hitbox interactions made more consistent overall

Powershielded projectiles can now damage players after being reflected multiple times

If a projectile overpowers a character hitbox, the attacker is no longer immediately hit, and the attacker’s animation will continue. The projectile keeps moving as normal until it actually hits the attacker.

Projectiles that are overpowered are now destroyed

Projectiles can now respond to receiving “damage”

Hitboxes that are supposed to ignore shield now work properly

Attacks should no longer react when colliding with intangible players

Items:

Can now hurt foes when thrown, activate when hitting another object, and can now be interacted with after activation by the owner

Can no longer collide with attacks/projectiles

Can no longer collide with attacks/projectiles

Ditto now drops any held items when it despawns

Ditto no longer freezes characters if it despawns while grabbing them

Should no longer harm/target allied players in any situations

Can no longer collide with attacks/projectiles

Use in Metal Smash Mode no longer removes metal status when finished

Can no longer collide with attacks/projectiles

Now knows how to handle captured players that die prematurely, disappear, or get turned to standby mode in training

Can no longer collide with attacks/projectiles

Can no longer collide with attacks/projectiles

Can no longer spawn another capsule

White Mage’s spell window is now color coded based on player slot/team colors

White Mage will no longer crash the game if a player dies with her status effects on them

White Mage can now cast Silence, which disables a random character’s specials for 10 seconds (will not target the owner of the AT or their teammates)

White Mage will now cast Heal instead of Cure if the owner of the AT has other teammates, which will heal their whole team

Should no longer harm/target allied players in any situations

Back-tossed items now hit opponents in the proper direction (rip Peach)

Item hitlag now ends when the item is picked up

Arena Mode:

Fixed a bug where Sandbag could get stuck inside the barrier in Home Run Contest

The delay after the final point before returning to the menu was reduced from 3 seconds → 2.5 seconds

The announcer says GO when a new round starts

The announcer calls out the team name that scored

The screen shakes when a goal is scored and locks in place

Sandbag now disappears after going through a goal

Delay after scoring before new round reduced from 3 seconds → 1.5 seconds

Items and enemies are now destroyed when resetting the stage in Arena Mode after a point is scored

Online Mode:

Renamed “Low” latency to “Auto” to describe new behavior better

Online mode will now automatically fall back on a server-based connection if P2P connection fails

“Target Test glitch” fixed; online connection failures will now result in getting stuck in the waiting room where you will get a message explaining that your connection is incompatible with the foe’s

Added “ping” column to room list (use with a grain of salt as this is the ping to the server not to you/your opponents)

The “unlock” sound effect now plays when player joins a room

Clicking “no” when player tries to join your room now plays “back” sound instead of stage select sound

Added a 20 second timeout to room join requests so unresponsive hosts don’t lock your game up forever

Online buffer now has input delay subtracted from it so that it maintains a consistent ‘feel’

Misc:

Fixed a memory leak issue that would slow the game down after playing several matches due to reference information not being flushed fully causing garbage collection to fail

All file assets that can be used in the match (effects, projectiles, etc) are now loaded and ‘spawned’ on frame 1 of a match to prevent lag spikes later in the match when they are first used if the player has slow storage on their device

Destroyed objects now are unloaded completely instead of remaining in memory in stand-by with no code running… just in case.

Some menu graphics have been tweaked

Character Select Screen updated with new layout; player box button layout visually tweaked; character select boxes visually updated

Shonen Jump characters are now listed chronologically on character select

Zelda and Sheik completely separated on character select

Rules menu box now covers “KO Fest/Stock Survival Match” text in character select

Moved stages on stage select to roughly resemble the order of characters on the character select

Character select hands are a bit more precise and will prioritize toggling HMN/CPU/NONE over team colors

Fixed stage select and stage switch icons

Redid stage select preview window to look like a cleaner version of the old one

Moved the hazards switch to the top-left corner and redid the graphics for it

Updated the Boxes on the Results screen with missing info that was hidden

Strong meteor smashes play a special sound effect (between angles 200 and 340)

Shield break sound effects changed

New tech sound added for techs, tech rolls, and wall techs

Sword vs Spears event team colors switched

Fixed RNG for stage theme selection

Fixed error when changing start damage setting from the Rules menu outside of the character select

Fixed a bug where certain options would revert on transforming characters (damage ratio, handicap, etc.)

Fixed file size limit on save data

Fixed autodash breaking running for gamepads

Damage meters size reduced by 10%

Grey shield for CPUs added

Sudden Death bombs start appearing at 10 seconds instead of 30

Classic Mode text on Multi-Man Smash and Master Hand screens updated

Classic Mode Multi-Man Smash stage made a bit harder

Dead zones and dash zones on controller mappings now require the player to exceed the threshold to take effect (> vs >=)

Nameless controllers will now display “Generic Device” in the controls screen

Sound effect added when pausing/unpausing the game

Adjusted camera speed when game is paused to allow for more precise movement when zoomed in closely

Added light acceleration to paused camera panning

Music volume is now halved while paused

Fixed error with pressing A+B at the same time on the Finish button in training mode

Fixed bug that caused dead and dash zones to display as their 0 – 1.0 counterparts when they should be showing 0 – 100

Narrator “FAILURE” audio is now treated as a voice effect instead of a sound effect

Fixed KO explosion effects being positioned weird for characters when star KO is disabled such as in Multi-Man

CPUs now have grey shields

Master Hand will no longer try to grab non-character objects

Auraka, TDC, GWilliamson, and Cleod9 added to music credits

Jean-Luc “FuzzyQuills” Mackail added to special thanks section in credits

ED added to PR credits

Removed quotes from L0Z741’s name in credits

Added Noxxious to “Our Old Friends” section in the credits

Updated copyright to 2018 on title screen