- Cerebella has a back-of-the-head hitbox in standing hitstuns.
- Cerebella's air regular-hit-frames now have feet in her hitboxes like everyone else does.
- Fix some backward ground techs so they can't be crossed up in the corner: Cerebella's faceup, Double's faceup, Eliza's facedown, Filia and Fukua's faceup.
- Double's Flesh Step will no longer push the opponent for the first 4f that it moves. This means it may have different properties since it crosses behind them 4f sooner.
- Training Mode crossup indicator was showing up for crossing up things that are not the point character, like Napalm Tears.
- Big Band is now able to parry from preblock/block idle/postblock. In 99% of cases this doesn't matter, but in that other 1% it matters a lot.
- Fix bug where an extra wheel stuck around when cancelling Painwheel's Pinion Dash into her Lv3.
- Parasoul's snapback will not set off tears. Now she can snap characters that have tears near them.
- Big Band's Beat Extend can't be shaken for more hits if the point character blocks it, even if you hit an assist. Like Fiber Upper, etc.
- Dead assist characters are now always rendered behind everything else.
- Squigly's HK divekick combos to the 2nd hit properly vs Eliza's cr.HK, and other armored moves if it breaks the armor.
- Painwheel will not unfly if you are already holding 2 Punches and press the 3rd one. She will still unfly if you are holding a single punch and press another, or if you press/release two at the same time.
-Squigly's Sing->SBO works like it is supposed to again, I broke it in the Beta with the undizzy blockable-supers experiment.
- Double's Nightmare Legion now pulls in the opponent with the first hit, like Painwheel's Lv3. Should fix cases where it connected with the first hit but missed the followups.
- Adjust hitboxes on Filia's/Fukua's air knockback frames to match everyone else; they no longer drop out of A-Train -> Lv3.
- Double can chain s.LP->c.LP or c.LP->s.LP, thanks whoever pointed out she couldn't.
- Double-jump startup is no longer throw invincible.
- Characters whiffing hits on their own throw victims do not produce whiff sparks.
- Painwheel's ground HK Buer xx Thresher and air MK Buer xx Thresher now work on everyone. (I can't do this to air LK Buer without changing where the opponent is released to be drastically lower, which would alter lots of followups.)
- Painwheel's Buer Thresher now applies proper damage scaling after the last hit, will no longer scale damage up when done late in a combo.
- Squigly's Seria Tremolo segments retract faster because there are more of them. Now is 2f better on hit than regular Tremolo, instead of being over 15f worse. Still worse on block.
- Remove non-counterhit recovery frames on Filia/Fukua/Double s.LP, and Filia/Fukua s.LK. They were a leftover artifact of Filia being the first character.
- Increase launch height of Big Band's snapback.
- Airdashes can now be cancelled into negative-edge and motion+P+K specials/supers, in addition to regular motion+buttonpress moves.
- As per the Beta Experiment, after pushblock you still return to neutral even if there is blockstun remaining, but you can't call an assist until your
blockstun WOULD have ended normally. You can still pushblock-guard-cancel into attacks, tag, etc, just not assist.
- Ms. Fortune can recall her head between Downs.
- The first 2f of Cerebella's Kanchou slide startup are now super-cancellable, to help with run->super if you aren't perfect with your 2 punches.
- Selective character passthrough (end of Gregor, Beowulf's tackle, etc) no longer happens vs wakeup animations.
- Airborne knockback portion of wall-stick hitstun now has collision with other characters. Fixes some DHC issues with Beowulf.
- Fix abnormally long hitstun caused by trading with Fukua's beta fireballs.
- Sekhmet's j.M would sometimes wrongly count as IPS Stage 1 despite being a ground attack, since it is kind of a weird attack. Now it always properly counts as Stage 2.
- Teching Fortune's/Double's airthrows late no longer puts the teching character on the wrong side. (Global fix for all throw techs.)
- Big Band's j.LK now follows the same rules as other multi-hit highs, rather than only being high for the first hit even if the second hit is the one that makes contact.
- Big Band's ground parry no longer ends up standing in the air vs certain moves like Double's Lv3.
- Eliza's j.MK has correct blockstun for a Medium instead of a Hard.
- Hitstun bar displays after launchers.
- Sekhmet no longer gains meter when her attacks connect vs opponent pushblocking, Fortune's head, or armored moves/another Sekhmet.
- Crouching preblock (only crouching) will now happen vs air attacks, which changes nothing but removes a buggy instant-overhead setup.
- Fix just-frame standing-block-in-air/stop air momentum bug when tapping a button after certain super flashes. You still won't get an attack but you will continue your normal jump arc.
- Double's Bandwagon Rushdown has new dust that possibly more easily indicates which side she's coming from.
- Fukua's super fireball starts closer to her, hitbox expanded downward in the back; now connects fully on both block and hit vs crouching Valentine/Filia/Fukua in the corner.
- Fortune's head hits for Headbutt/Zoom/Sneeze/Nom/golf snapback no longer have corner pushback on Fortune's body.
- Redo the opponent's thrown reaction for Excellabella to look a little more fluid; fix Double's upside-down thrown frames to be in the right order.
- Big Band's LK A-Train is properly throw invincible on the active frame.
- Increase kara window on Big Band's j.HK (to H Cymbal Clash) from 3f to 6f.
- Allow Down to be held for longer after the LK during the motion for Big Band's Satchmo Solo.
- Super-cancel window on Cerebella's Diamond Drop and Merry Gorilla now ends before they go active, like all other command grabs.
- Fix Daisy Pusher armor cancel bug with Painwheel/Big Band/Cerebella.
- Extend Painwheel's F+HK hitboxes back toward her a bit so it won't whiff against close crouching Squigly.
- Fix startup of Lenny so there is no longer a frame after Peacock drops him where he isn't shown.
- Fix blocking bug at the end of Double's Flesh Step.
- Equalize everyone's airthrow to 7f startup, 3f active. Total length on whiff unchanged. Affects Painwheel/Squigly (+1f startup +1f active), Valentine (+1f active), and Parasoul (-1f startup).
- Equalize everyone's ground and air throw tech animation lengths.
- Fix some cleanup errors in Eliza's stand hit low and cr.LK.
- Fix two training mode bugs: The ability to toss your head and subsequently break the tutorial in Punishing, and the Lock'N'Load part of Cerebella's tutorial not counting hits in Beta.
- "Assist OK" lights properly indicate you can't call assists after a PBGC until your blockstun would be over.
- Fix physical extent boxes on Cerebella and Fortune's air block animations.
- Fix stuttering bug with air preblock at specific distances.
- Being hit out of snapbacks now puts you in standing hitstun instead of crouching hitstun.
- Fix Stunt Doubles (alpha counters) in the Beta.
- FINALLY fix the RoadRoller-letting-Peacock-move bug, after two years!
- Valentine's poison counter now properly beats Painwheel's Lv3.
- Valentine faces the proper way after Savage Bypass on block or when it doesn't cross behind the opponent.
- Valetine's counter super will not step out of the corner if she is in the corner, but will still step forward otherwise.
- Valentine's s.MK hitboxes expanded downward and inward so that the 2nd part misses less on crouching characters.
- Adjust the way that s.MK works so that there is no longer 1 frame between several of the hits where if you do s.HK the opponent will recover in time to block it.
- Fixed Argus Agony vs Egret Dive in the Beta.
- The final hit of Fortune's Lv3 will no longer connect after she is DHC'd out, like all other hits that are not projectiles.
- Fix another bug with assists coming in the wrong side.
- Gehenna should no longer show up in Random (and consequently is ignored for World Warrior Princess progress).
- DHCing from a throw scales followup combo damage to 70% (1000 dmg -> 700 dmg) if damage scaling was above that, instead of leaving it at 100%.