Early Access Patch 03/08/19 is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.



As we get closer to 1.0, you're gonna start seeing some big pushes for polish while we continue to work on story mode. This patch brings some much-desired combat HUD enhancements as well as further animation/balance updates. Read on...

Post-Patch Stream on Monday March 11 at 3pm PT. Same place as always: Also, reminder that Oreo of our QA team will be hosting aonat. Same place as always: https://www.twitch.tv/manesix

New Features



Improved JD Bar

The JD Bar now has an animation when filled and changes color as JDG is tightened.

Yellow is the beginning of JDG

Orange is Average JDG

Red is high JDG (Time to wrap up that combo!)

Pink is insane JDG (How are you not done yet? CALM DOWN)



Invalid Combo Display

An 'invalid' combo is a combo that could have been teched out of at a certain point.

The combo number will change color if at any point your opponent could have teched out of your combo

Another number will show up underneath the color change to display on which hit of the current combo the opponent could have gotten out of it

Up to 3 failure points can be displayed at once (at which point how and why are they still letting you get away with this? HIT SOME BUTTONS, NEVER GIVE UP)





Reactive Character Portraits in Combat HUD Reactive Character Portraits in Combat HUD

Expressions are context sensitive, for example "in hitstun", "performing super", "low health", etc.



Character Select Poses

Characters now strike a pose when chosen in character select! These are still a bit of a work in progress. We hope to finalize the animations by next patch.

(it's still Early Access, after all)

Training Mode UI Extras

JDG value is now displayed in advanced data. This number is only ever affected after JD is filled

Frame data in Advanced Training mode now display division lines every 5 frames. This was long overdue and we apologize to all the lab monsters out there

New Tutorial Portraits

We've applied a layer of polish to Oleander and Fred's portraits in the tutorial. Fred is now much more pointy

Pixel Lobby

The Gas Mask accessory is now a face slot item. It was formerly a head slot item

Shadow characters in the Salt Mines now have proper in-fight palettes

There is now an icon in the server select menu that tells you which map it's hosting (though only Velvet's lobby is officially supported until next patch)

Gameplay



General

Replaced Oleander's Intermediate 5 combo trial

You can no longer block during backdash -> jump startup

Arizona

Fixed an issue that caused Trample's recovery to prematurely disable counterhit, including on block

hurtbox no longer totally clears the average height of an hurtbox no longer totally clears the average height of an

Running now continues if you pass your opponent

Trample animation updated

Trample startup no longer slides forward before launching

Fixed several cases where Trample could be cancelled into Level 2, even if the opponent has not been hit directly

now has a new animation now has a new animation

Velvet

Velvet now has several new animations for casting ice missiles and snowballs for air and ground

(shatter) and have new ice animations. 's ice animation now crumbles (shatter)andhave new ice animations.'s ice animation now crumbles

(eruption) ice animations now crumble (eruption)ice animations now crumble

(shatter) and no longer work strangely when Velvet is under the effects of another Velvet's level 2 frost effect (...finally) (shatter)andno longer work strangely when Velvet is under the effects of another Velvet's level 2 frost effect (...finally)

Paprika

can now properly be counterhit Teleportcan now properly be counterhit

Running now continues if you pass your opponent

Pom

Can crouch cancel forward dashes again

The first backdash of the match no longer has 1 additional frame of invulnerability (...yep!)

Tianhuo