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NEWEST – SSF2 Beta v1.2.3.

1:
Captain Falcon:
● Down Air nipple spike added (upper hitbox angle 290° → 301°)

Chibi-Robo:
● Can no longer pocket the following projectiles:
○ Bandana Dee’s Flare Beam
○ Bomberman’s Revenge bombs
○ Chibi-Robo’s Giga Robo
○ Falco’s Arwing shots/bombs
○ Giga Bowser’s Giga Fireball
○ Goku’s Kamehameha (all levels) and Spirit Bomb
○ Ichigo’s Mugetsu
○ Isaac’s tilts, Vine, Scoop, Gaia, and Ragnarok
○ Krystal’s down smash shockwave and Grenade explosion
○ Lucario’s Aura Sphere (charging), Force Palm and Aura Storm
○ Mario’s Finale
○ Megaman’s Crash Bomb and Black Hole Bomb
○ Naruto’s Ōdama Rasengan
○ Ness’ PK Fire flame pillar, and PK Starstorm
○ Pit’s various attacks with the Three Sacred Treasures
○ Rayman’s Bzzit shots
○ Ryu’s Shinku Hadoken
○ Samus’ Morph Bomb explosion and Zero Laser
○ Simon’s jab whip and coffin during Grand Cross
○ Sheik’s Vanish explosion and Light Arrow
○ Sora’s Fire, Blizzard, Thunder, Aero, and Trinity Limit
○ Tails’ Tornado and its bombs
○ Waluigi’s Die and its various effects
○ Zelda’s Din’s Fire and Light Arrow
● Pocketed Shadow Clones now use the proper color palette and rotation when thrown
● Pocketed Aura Sphere now moves forwards and retains the charge/aura boost
● Pocketed PK Thunder no longer causes weird rotation bugs when unpocketed
● Water Wave and Strike Raid projectiles now disappear when pocketed
● Fixed some other issues that allowed Chibi-Robo to pocket nothing

Falco:
● Down Air now behaves more like Melee (PAL version, of course)
○ Active duration 15 frames → 10 frames (endlag 9 frames → 14 frames)
○ Now has an early hit that spikes and a late hit that hits up
■ Frame 3-4 BKB 0 → 10, Angle 283° → 301°
■ Frame 5-6 BKB 0 → 10, Angle 283° → 301°, Damage 11% → 12%
■ Frame 7 BKB 0 → 10, Angle 283° → 301°, Damage 10% → 12%
■ Frame 8 BKB 0 → 20, Angle 283° → 45°, Damage 10% → 9%
■ Frame 9-10 BKB 0 → 20, Angle 283° → 45°

Goku:
● Neutral Air damage increased (6% → 9%)
● KK Forwards Smash now works again
● Kaiō-ken Charge effects redone for both normal and KK versions
● Readded many missing KK SFX and fixed some others (Kamehameha)

Marth:
● Down Air tipper now spikes (Angle 290° → 301°)

Meta Knight:
● Readded missing trail effects

Wario:
● Chomp updated so that bite attacks are no longer unblockable

Stages:
● Smashville bottom terrain redone
○ Characters can no longer pass through the edges
○ Characters can no longer get stuck on the terrain under the stage

Misc:
● Updated the food item image on item switch

NEWEST – SSF2 Beta v1.2.3:


Engine:
● Attacks, grabs, and items can now properly hit shields
● Fixed an issue where characters could shield drop in shieldstun
● Melee-style shieldstop added (shielding during initial dash now halts all momentum)
● Throwable items are now always thrown forwards on a neutral grab button press while
standing on the ground
● Dodge rolls, techs, getup rolls, and edge rolls now work properly on slopes
● Pressing a direction while crouching now initiates crouch walk (if it exists) instead of a
dash when autodash is enabled
● Crouch walking movement no longer applies walk/run acceleration in addition to crouch
walk speed
● Greatly reduced left/right deceleration behaving differently during dodge roll, tech roll,
ledge roll, air resistance, ground friction, and item slide decay due to floating point
imprecision
● Fixed an issue where up specials would not meteor cancel properly
● Fixed an issue where homing projectiles could target the owner and their teammates
● Poison damage is no longer applied to invincible characters
● Characters no longer re-enter shield break falling state when pushed off of a platform
while dizzied
● Fixed certain throws resulting in character color palette issues
● Native windows gamepad poll interval decreased (33ms → 20ms)
● Made some performance/memory optimizations for collision testing
● Fixed a lag issue caused by native gamepad ANE that would result in lag spikes every
5-10 seconds

Items:
● Added a spawn limit to every item
● Assist Trophy
○ Bullet Bill added
○ Mother Brain entrance animation edited to be a bit smoother
● Updated Food visuals
● Pokemon
○ Wobbuffet added
● Shell behaviors have been fixed up a bit
○ Shells no longer automatically vanish ~12 seconds after spawning, even when
held
○ Jumping on a grounded shell after throwing it up/down now properly activates it
○ Throwing a red shell up/down now causes it to become active upon hitting the
ground
○ Red shells no longer instantly hit the thrower
● Super and Poison Mushrooms move a bit slower

Solo:
● Crystal Smash
○ Restored BGM
● Event Mode
○ Adjusted the stage geometry of Tourian to prevent players from being able to
stand on Mother Brain/the top of the pipes
○ Re-added hyphens to All-Star event names
■ Fixed some other typos too, while we’re at it

Online Mode:
● All non-alphanumeric characters are now removed from player names in the default
replay filename
○ This should fix the issue where replays can’t be saved if certain characters are
included in a player’s tag
● Online lobby no longer automatically refreshes
● A+B+Start and L+R+A+Start can now be used to exit online waiting room if the room
hasn’t been locked
● Quit button added to online waiting room
● Fixed an issue where online waiting room would load up the wrong stage after getting
kicked back to the Character Select Screen after a connection timeout error
● Fixed an issue where opening the gamepad menu from the online character select
screen could crash the game

Misc:
● Loading replays no longer causes settings to get overwritten on tap jump, autodash, and
double-tap dash
● Updated credits
● Updated Heart Container image on Item Switch
● Added the SSF2 logo to the notifications popup

General Character Updates:


● New charge animations for smash attacks added for all characters; color now changed
from yellow to red depending on how long the attack is charged

Bandana Dee:
● Down Tilt
○ Attack trail added
● Dash Attack
○ Now has sword slash effects on hit

Black Mage:
● Now uses real palette swapping
● Sped up entrance animation a bit
● Grab
○ Animation tweaked to appear smoother
● Pummel
○ Grabbed character moves a bit to give pummel more impact
● Back Throw
○ Hitbox duration changed (frames 9-11 → frame 11)
■ Now matches the visuals better

Bowser:
● Double jump SFX added
● Double jump animation duration increased to 18 frames
○ Now works properly in Light Mode

Captain Falcon:
● Falcon Punch
○ Minor graphical upgrades
● Grab
○ Re-added Grab Parry
○ Hurtboxes redone
● Pummel
○ Hitbox size increased (12.2x10.2 → 21.9x22.5)
■ Forwards range +8.3
■ Backwards range +1.4
■ Upwards range +18.5
■ Downwards range -6.2
■ No longer whiffs on any characters
○ Hurtboxes redone
○ Adjusted the animation for characters getting pummeled a bit
● Final Smash
○ Minor tweaks

Chibi-Robo:
● Pummel
○ Animation adjusted a bit

Falco:
● Made walk animation a bit faster
● Forwards Smash
○ Fixed an issue where the animation didn’t cancel if Falco went airborne
● Pummel
○ Animation adjusted a bit

Goku:
● Hurtboxes redone on idle, walk, run, dash, turn, skid, jump, double jump, fall, land, and
heavy land animations to be more efficient
● Retimed idle animation as well
● Removed baked-in effects from double jump
● Added uncrouch animation
● Adjusted final frame of crouch
● Remade air dodge animation
● Remade item animations so that they work properly (jab, dash, tilt, smash, assist)
● Added missing landing SFX
● Added some more camera shake to some animations
● Added extra frames to win animation to account for the camera
● KK Goku jump and fall animations updated to match regular Goku’s
● Fixed some KK Goku animation frames that still used the old 0.7 color scheme
● Gave KK Goku a new star KO and screen KO animation
● Added VFX to KK Goku’s star KO and screen KO animations
● Grab
○ Added SFX when trying to grab someone
● Pummel
○ Animation adjusted a bit
○ Added a hit effect when pummeling someone

Ichigo:
● Neutral Air
○ Startup increased (4 frames → 6 frames)
○ Now uses a reversible angle through the entire move
○ Frame 8 hitboxes adjusted
■ Main hitbox moved 9.3 units forwards
■ Trailing hitbox size reduced (45.6x24.6 → 36x24.6)
● Forwards range -3.4
● Backwards range -6.2
● Upwards range -5.4
● Downwards range +5.4
■ Overall:
● Forwards range -3.4
● Backwards range -9.3
● Upwards range -5.4
○ Frame 9 hitboxes removed
■ Endlag increased (9 frames → 10 frames)
● Back Air
○ Startup increased (6 frames → 7 frames)
○ Frame 8 hitboxes adjusted
■ Main hitbox size changed (45.1x24.9 → 39x25)
● Forwards range -3.7
● Backwards range -2.4
● Upwards range -0.9
● Downwards range +1
■ Trail hitbox size changed (41.4x10.4 → 41x11)
● Forwards range -0.1
● Backwards range -0.3
● Upwards range +0.2
● Downwards range +0.4
■ Overall:
● Forwards range -0.1
● Backwards range -2.4
● Upwards range +0.2
● Downwards range +1
○ Frame 9 hitboxes redone; smaller overall with less coverage but a better arc
■ Forwards range +0.1
■ Backwards range -4.8
■ Upwards range -4.05
■ Downwards range +3.7
● Up Air
○ Startup increased (2 frames → 4 frames)
○ Frame 5 hitboxes adjusted; moved trail slightly inwards and decreased coverage
■ Forwards range -0.1
■ Backwards range -1.85
■ Upwards range -1.2
■ Downwards range -3.75
○ Frame 6 hitboxes redone to make a more refined hitbox arc and reduce coverage
■ Forwards range +0.1
■ Backwards range -1.25
■ Upwards range +0.05
■ Downwards range -9.5
○ Frame 7 hitboxes redone to make a more refined hitbox arc and reduce coverage
■ Forwards range -0.8
■ Backwards range -0.1
■ Upwards range +4.85
■ Downwards range -3.15
● Down Air
○ Frame 9 hitbox removed
■ Startup increased (8 frames → 9 frames)
○ Frame 10 hitboxes redone to make a more refined hitbox arc and reduce
coverage
■ Forwards range +10.9
■ Backwards range +2
■ Upwards range -5.75
■ Downwards range +0.15
○ Frame 11 hitboxes redone
■ Forwards range -7.85
■ Backwards range -11.5
■ Upwards range -12.15
■ Downwards range -1.1
○ Frame 12 hitbox added, a late hit with a 130° angle (non-reversible), 8%
damage, and no force tumble fall
● Grab
○ Grab range reduced (42x16.5 → 32x16)
■ Forwards range -8.75
■ Backwards range -1.25
■ Upwards range -0.25
■ Downwards range -0.25
● Pummel
○ Animation adjusted a bit

Isaac:
● Vine
○ Is now easier to mash out of at higher %s
■ Mash value 10-(damage/10) → 10-((damage*3)/40)
■ Mash value minimum 0 → 1
● No longer impossible to mash out of at 100+%

Kirby:
● Hammer
○ Added a spark effect on the air version near the beginning
● Grab
○ Re-added Grab Parry

Krystal:
● Item swing animations added
● Up Tilt
○ Attack trails added
● Neutral Air
○ Attack trails added
● Back Air
○ Attack trails added
● Sniper Rifle
○ Added cam shake when firing
● Krystal Rush
○ Attack trails added
● Grenade
○ Can now break platforms
● Grab
○ Re-added Grab Parry

Link:
● Hylian Shield no longer blocks projectiles that Link already owns
● Boomerang
○ BKB decreased (50 → 30)
○ Throw angle adjusted when throwing up/down (15°/345° → 20°/340°)
○ No longer flinches opponents during return
○ Return hitbox updated (Damage 1% → 0%, Angle 168° → 170°, BKB 20 → 50,
KBG 60 → 110, Hitstun 1x → 0x, Weight KB 70 → 0, Has Effect enabled →
disabled, Stack Knockback disabled → enabled)
○ Max y speed increased when returning to Link (26% of x speed → 42% of x
speed)
● Pummel
○ Animation adjusted a bit

Lloyd:
● Grab
○ Re-added Grab Parry

Lucario:
● Aura sphere
○ No longer crashes the game when charging above the top blast zone
● Grab
○ Re-added Grab Parry

Luffy:
● Item throw down animation added for ground and air
● Grab
○ Re-added Grab Parry

Luigi:
● Backwards double jump added
● Retimed forwards item throw to release the item on the proper frame
● Adjusted the item box on forwards item throw so that the item isn’t thrown as high
● Grab
○ Re-added Grab Parry

Mario:
● Backwards double jump added
● Grab
○ Re-added Grab Parry

Marth:
● Grab
○ Re-added Grab Parry
● Pummel
○ Animation adjusted a bit

Megaman:
● Minor costume updates
● Made walk animation a bit faster
● Grab
○ Grabbed characters now use their downed state when held

Meta Knight:
● Pummel
○ Animation adjusted a bit

Mr. Game & Watch:


● Grab
○ Re-added Grab Parry

Naruto:
● Hurtboxes on dash/turn animations redone
● Fixed missing green team costume
● Shadow Clone Summon
○ Air version now recolors properly
● Grab
○ Re-added Grab Parry
○ Grab frame hurtbox pulled back to match the animation
○ Forwards range reduced by 10

Ness:
● Now uses real palette swapping
● Some more attack trail effects added
● Up Smash
○ Hitboxes tweaked to line up better with the attack trails
■ Overall range increased
○ Post-charge active duration increased (8 frames → 9 frames)
● PK Thunder
○ Added extra safety check to grounded version to prevent weirdness when Ness
changes states

Pac-Man:
● Trampoline
○ Startup increased (0 frames → 2 frames)
● Grab
○ Grab box now extends out over each active frame instead of once every 2 frames
● Pummel
○ Touchbox adjusted

Peach:
● Down Tilt
○ Active duration decreased (2 frames → 1 frame)
○ Hitstun reduced (1x → 0.7x)
● Dash Attack
○ BKB increased (55 → 70)
● Neutral Air
○ Now uses consistent hitboxes through the whole move
■ Frame 3
● Forwards range -3.3
● Backwards range -6.85
● Upwards range -3.85
● Downwards range -0.3
■ Frame 4-5
● Forwards range -1.8
● Backwards range -6.85
● Upwards range +3.55
● Downwards range +2.1
■ Frame 6-12
● Forwards range +1.8
● Backwards range -3.15
● Upwards range +3.55
● Downwards range +2.1
○ Autocancel pushed back (frame 14 → frame 18)
● Down Air
○ Startup increased (4 frames → 5 frames)
■ Autocancel ends later (frame 4 → frame 5)
○ Endlag increased (3 frames → 4 frames)
○ Autocancel pushed back (frame 15 → frame 18)
● Grab
○ Upwards range reduced by 10
○ Endlag increased (10 frames → 11 frames)
● Up Throw
○ BKB increased (63 → 70)

Pichu:
● Double jump animation duration increased to 18 frames
○ Now works properly in Light Mode
● Grab
○ Re-added Grab Parry
● Pummel
○ Grabbed characters now shake up and down when pummeled

Pikachu:
● Minor costume updates
● Double jump animation duration increased to 18 frames
○ Now works properly in Light Mode
● Up Air
○ Frame 2 hitboxes redone to make a more refined hitbox arc and reduce coverage
■ Forwards range -8.2
■ Backwards range -1.9
■ Upwards range -4.75
■ Downwards range -7.95
○ Frame 3 hitboxes redone to make a more refined hitbox arc and reduce coverage
■ Forwards range -0.55
■ Backwards range +0.65
■ Upwards range +0.4
■ Downwards range -3.6
○ Frame 4 hitboxes redone to make a more refined hitbox arc and reduce coverage
■ Forwards range +1.6
■ Backwards range -2.4
■ Upwards range +0.3
■ Downwards range -3.9
○ Frame 5 hitboxes redone to make a more refined hitbox arc and reduce coverage
■ Forwards range -0.2
■ Backwards range -3.95
■ Upwards range -11.1
■ Downwards range -3.65
○ Minor animation adjustments
● Quick Attack
○ Movement speed during the zip reduced (74 → 37)
■ Zip duration increased (2 frames → 4 frames)
○ Is no longer affected by gravity when going sideways
○ Left direction fixed (Angle 181° → 180°)
○ Handbox comes out later (1 frame after zip → 3 frames after zip)
■ Can now also grab the edge during a downwards zip
○ Hitbox size reduced to account for slower movement (68.1x6.3 → 42x6.3)
■ Forwards range +0.25
■ Backwards range -26.35
● Grab
○ New animation
■ Grab box size significantly decreased (21.2x27.1 → 15x12)
● Forwards range +4.3
● Backwards range -10.5
● Upwards range -14.45
● Downwards range -0.65
○ Grab Parry added
● Pummel
○ Grabbed characters now shake up and down when pummeled
● Ledge Attack
○ Added missing hitbox stats (same as first)

Rayman:
● Forwards Smash
○ Pre-charge startup decreased (12 frames → 10 frames)
○ Maximum charge time increased (40 frames → 50 frames)
■ Charge time for each charge level increased accordingly
○ Hitboxes and hurtboxes adjusted
■ Hurtboxes now cover the entire fist
■ Hitboxes now have a slight disjoint in all 4 directions instead of wildly
varying levels of disjoint based on the frame
● Up Smash
○ Pre-charge startup decreased (12 frames → 10 frames)
○ Maximum charge time increased (40 frames → 50 frames)
■ Charge time for each charge level increased accordingly
○ Level 1 animation adjusted slightly (now brings the fist a bit higher)
● Down Smash
○ Maximum charge time increased (40 frames → 45 frames)
● Down Air
○ Final hit now has proper hitstun (5 frames → 1x)
○ Final hit angle raised (300° → 315°)
● Grab
○ Fixed some minor animation errors
● Final Smash
○ Bzzit now has evil and metal palettes

Ryu:
● Updated Trophy Stand animation to match the one used in All-Star Mode
● Grab
○ Re-added Grab Parry

Samus:
● Backwards double jump added

Sandbag:
● Can no longer grab the edge with the Screw Attack item
● Added some confetti effects to down taunt
● Item Spawn
○ Added some confetti effects

Sheik:
● Grab
○ Re-added Grab Parry

Simon:
● Grab
○ Re-added Grab Parry

Sora:
● Added some extra camera shake to some moves

Tails:
● New star KO VFX
● Grab
○ Re-added Grab Parry

Waluigi:
● Final Smash added
● Double jump animation duration increased to 18 frames
○ Now works properly in Light Mode
● Purple Torpedo
○ Minimum charge stats updated (Damage 9% → 8%, KBG 90 → 70)
○ Max charge stats updated (Damage 9% → 15%, BKB 40 → 45, KBG 90 → 80,
Hitlag 2 frames → 3 frames, Self Hitlag 1 frame → 2 frames)
○ Max charge movement speed increased (3 → 3.5)
○ Max charge timer increased (13 → 18)
○ Misfire stats updated (Damage 15% → 18%, BKB 45 → 50, KBG 95 → 90, Hitlag
3 frames → 6 frames, Self Hitlag 2 frames → 5 frames)
○ Misfire movement speed increased (18 → 20)
○ Misfire timer increased (18 → 20)
○ Air deceleration during endlag increased (-0.25 units/frame → -0.65 units/frame)
○ Added cam shake and VFX to Misfire launch
● Piranha Plant
○ Falling pot now has a hurtbox and thus can be properly cancelled out

Wario:
● Backwards double jump added

Yoshi:
● Fall speed increased (11.5 → 14)
● Gravity increased (1.1 → 1.4)
○ Jump and short hop speed modified to compensate (15/9.6 → 16.6/12.2)
● Double jump reworked to behave more like Smash 64/Melee
○ Jump boost delay 2 frames → 3 frames
○ Acceleration 6 units/frame^2 → 8 units/frame^2
● Shield hitboxes altered
○ Shield size 6.1x42.4 → 38.5x46.8, pos 30.3,30.55 → 30,26.5
○ Hurtbox size 26.1x30.65 → 26.5x31.2, pos 30.3,34.5 → 30,33.1
● Forwards Air
○ Animation slightly retimed (same frame data)
● Back Air
○ Frame 5 hitboxes adjusted
■ Forwards range -0.95
■ Backwards range -0.8
■ Upwards range -1.6
■ Downwards range +0.325
○ Frame 6 hitboxes adjusted
■ Forwards range -1.4
■ Backwards range -0.05
■ Upwards range -1.6
■ Downwards range +1.35
○ Frame 8 hitboxes adjusted
■ Forwards range +0.8
■ Backwards range +1.75
■ Upwards range -6.05
■ Downwards range +2
○ Frame 9 hitboxes adjusted
■ Forwards range +3.85
■ Backwards range +1.9
■ Upwards range -4.75
■ Downwards range -1.6
○ Frame 12 hitboxes adjusted
■ Forwards range -0.8
■ Backwards range -4.1
■ Upwards range +0.8
■ Downwards range -6.4
○ Frame 13 hitboxes adjusted
■ Forwards range -7.3
■ Backwards range -1.1
■ Upwards range -3.5
■ Downwards range -1.95
○ Frame 14 hitboxes adjusted
■ Forwards range -0.3
■ Backwards range -8.1
■ Upwards range -1.25
■ Downwards range +1.05
○ Frame 15 hitboxes adjusted
■ Forwards range -0.5
■ Backwards range -9.55
■ Upwards range -1.95
■ Downwards range -4.525
○ Frame 16 hitboxes removed
■ Hit 3 active duration decreased (6 frames → 5 frames)
○ Frame 16 (old 17) hitboxes adjusted
■ Forwards range -4.55
■ Backwards range +2.25
■ Upwards range -5.25
■ Downwards range +0.35
● Egg Lay
○ Startup increased (4 frames (ground), 5 frames (air) → 8 frames)
○ Grab box significantly reduced in size
■ Fully extended:
● Forwards range -3.4
● Backwards range -37.4
● Upwards range +0.125
● Downwards range -0.575
○ Air version no longer autocancels on land
○ Air animation adjusted a bit
● Egg Toss
○ Thrown eggs now explode automatically after 28 frames
○ Vertical boost increased (9.5 → 10.5)
○ Adjusted grounded egg controls to work like the air version
○ Handbox made consistent (frame 9 (ground), frame 11 (air) → frame 10)
○ Air version ground control disabled at frame 11 (reduced slide)

Stages:
Hidden Leaf Village
● Updated sprites for Chogi, Hinata, Rock Lee, and Shikamaru
Rainbow Route
● Terrain redrawn; it’s now just a box with the same dimensions as the original terrain
● Characters can no longer get stuck on the terrain under the stage
● Moved the left edge slightly to properly center it on the edge

Currently up to date: July 22nd

°→

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