Fixed the last known remaining unblockable setup: when a throw attempt whiffs through throw invulnerable jump start up frames, the rest of that jump start up is now invulnerable to everything. In addition, anti-air throws that are unblockable on the way up (Cerebella’s Excellebella, Big Band’s Take the ‘A’ Train) become blockable for 8f. Thanks to Age .

Added a Pushblock Guard Cancel Flash effect; a successful PBGC will cause the defending character to flash green similar to the red flash effect from a counter hit.

Standardized all high and low multi-hit normal moves; the first hit that makes contact always forces a block direction and any subsequent hits can be blocked as mid, as originally intended. This includes fixes for attacks that forced a block direction for every hit (Parasoul’s j.HK, Fukua’s c.MK, etc) and some others that forced a block direction for the first hit but never for the subsequent hits (Squigly’s c.HP, Valentine’s j.HK, etc).

Ensemble markers now stay on screen until the character gets hit or becomes invincible during the exiting taunt; if you see the marker, you can hit the Ensemble.

Quick-swapping team order (during load screens or while selecting Play Again after a game) is now done by holding a Tag command (MP+MK or HP+HK) instead of the Ensemble commands.

Setting “Teams Number of Rounds” to more than 1-out-of-1 will use rounds instead of the downs used during a solo team vs solo team match.

Added an additional 5f leniency window during recovery after normal throws to buffer special or Blockbuster move inputs.

The default Macro2 command is now MP+HK instead of MK+HP to prevent unwanted command overlaps, such as moving around Ms. Fortune’s head. Thanks to Wildpony.

Various issued have been fixed with the “Advanced” Attack Data option’s frame data display in the Training Room. Thanks to Pizzarino.

Various attacks that have a recovery animation that do not actually restrict any other action (Cerebella’s (air) ↓+MP, Ms. Fortune’s FIber Upper command jump, Peacock’s The Hole Idea) no longer count as recovery frames to the frame data bar or the numeric frame data display.

Whiffed attacks no longer show as -1f off of their total frames in the numeric frame data display.

Fixes for various bugs and glitches. Lab Zero just can’t stop fixing whatever you find!

Fixed an IPS exception where the first hit of a new chain could hit something other than the point character (an Ensemble, Ms. Fortune’s head, etc), causing IPS to not properly “watch” the chain when the rest of it hits the point character. Thanks to zeknife.

When the Ground Tech option is enabled, the training dummy no longer attempts inputs for a Ground Recovery unless it is in hit stun. Thanks to MyLifeIsAnRPG.

After the game boots without previous save data, the training dummy will now actually use an Infinity Breaker when the Escape Infinite Combos option is set to the first available hit. That was a weird one.

The Ensemble character is no longer invulnerable to supers during a Double Take combo. Thanks to Flotilla.

After being hit by an Outtake, the Ensemble character is invulnerable until leaving the screen or hitting the wall. Thanks to Skarmand.

Fixed a bug where a Blockbuster Sequel would succeed when the attacking point character gets hit and starts the Blockbuster Sequel on the same frame. Thanks to MyLifeIsAnRPG.

Fixed a bug where if Player 2 starts a Blockbuster Sequel and Player 1 starts a Blockbuster (or a Blockbuster Sequel) on the same frame, Player 2’s incoming character would jump on screen and then leave without doing the Blockbuster.

Fixed a bug that could lower a throw break window by 2f in some situations.

Fixed various lobby issues, including controller assignments, player rotation in odd player count lobbies, and some complete crashes. Thanks to Flotilla, gluemchen, Camail, Luweewu, Zari0t for bug reporting and troubleshooting.

When loading a match, keyboard inputs (like holding a tag command to swap team order) now register as late into the loading screen as controller inputs do.

Fixed launchers so that they function properly against an opponent landing from an Infinity Breaker. Thanks to Stuff.

Fixed a crash in the Tutorials when moving the cursor in certain ways on the chalkboard. Thanks to MysteriousJ.

Fixed a bug where the AI could not pick an Ensemble for Big Band or Eliza.