Super Smash Flash 2 Demo/Beta 1.1

Beta 1.1 is the second revision of the final major release of the Super Smash Flash 2 Demo and followed the first beta phase of development. It was released on July 29, 2018.

Engine

 * Trading was added.
 * Grabs have priority over attacks.
 * Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players.
 * Midair jumping reworked.
 * Fixed horizontal momentum when holding forward
 * Horizontal momentum now decreases by 30% if no direction is held
 * Backwards jumps now reset all horizontal momentum
 * Throws that do not actually hit the foe can no longer be SDI’d and feel/look better
 * 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
 * Attacks should no longer react when colliding with intangible players
 * Hitboxes that are supposed to ignore shield now work properly
 * Projectile attacks should now properly affect targets
 * Fixed bug where projectiles did not clank properly
 * Fixed bug where reflected projectiles could not hurt opponents
 * Projectiles can now respond to receiving “damage”
 * Projectiles that are overpowered are now destroyed
 * 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.
 * Powershielded projectiles can now damage players after being reflected multiple times
 * Reactions for attack hitbox interactions made more consistent overall
 * Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays
 * Hitlag mechanics reworked
 * DI mechanics reworked
 * Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact
 * Aerial hitboxes are now processed if player touches the ground on the same frame
 * Attack hitboxes are now processed if player grabs the edge on the same frame
 * Previous frame before ledge grab is no longer shown for an extra frame
 * Fixed a bug where certain characters could be flipped around by moves that should only reflect projectiles
 * When an object takes damage, its sprites are not flipped until the frame after the collision happens
 * Characters no longer turn around if their shield breaks
 * Fixed a rare issue where grab released opponents would get flipped around
 * Removed the artificial 5 frame dodge/spotdodge delay that kicked in after spot-dodges
 * When using a homing attack, the homing target is now cleared when the attack initiates
 * It is now possible to enter turn animation during the first frame of skid so turning is not frame perfect
 * Additional tweaks to turns to behave more like.
 * 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
 * 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

Items

 * Item hitlag now ends when the item is picked up
 * Held items can now clank
 * Back-tossed items now hit opponents in the proper direction
 * Helping items should no longer harm/target allied players in any situation.
 * Assist Trophies:
 * Lyn assist trophy added.
 * Mother Brain’s lasers are now transcendent.
 * Silver Assist Trophy completely recoded.
 * White Mage will now cast Heal instead of Cure if the owner of the AT has other teammates, which will heal their whole team.
 * White Mage can now cast Silence, which disables a random opponent’s specials for 10 seconds.
 * White Mage will no longer crash the game if a player dies with her status effects on them
 * White Mage’s spell window is now color coded based on player slot/team colors.
 * Beam Sword now actually works.
 * Capsules can no longer spawn another capsule.
 * Food, Maxim Tomatoes, Poison Mushrooms, Super Mushrooms, Super Stars and Heart Containers can no longer collide with attacks/projectiles.
 * Master Balls now can handle captured players that die prematurely, disappear, or get turned to standby mode in Training.
 * Using the Metal Box in Metal Smash no longer removes metal status when the Box wears off.
 * Pokémon:
 * Poké Balls no longer stick to ceilings forever.
 * Minor Master Ball fixes.
 * Arceus added as a legendary Pokemon.
 * Ditto no longer freezes characters if it despawns while grabbing them.
 * Ditto now drops any held items when it despawns.
 * Unira's hitstun increased.
 * Can now hurt foes when thrown, activate when hitting another object, and can now be interacted with after activation by the owner

Arena Mode

 * Items and enemies are now destroyed when resetting the stage in Arena Mode after a point is scored
 * Delay after scoring before new round reduced from 3 seconds → 1.5 seconds
 * now disappears after going through a goal
 * The screen shakes when a goal is scored and locks in place
 * The announcer calls out the team name that scored
 * The announcer says "GO!" when a new round starts
 * The delay after the final point before returning to the menu was reduced from 3 seconds → 2.5 seconds
 * Fixed a bug where Sandbag could get stuck inside the barrier in Home Run Contest
 * Fixed error when switching between arena mode character select screens

Online Mode

 * Online buffer now has input delay subtracted from it so that it maintains a consistent ‘feel’
 * Special modes now work online again
 * Added a 20 second timeout to room join requests so unresponsive hosts do not lock the player's game forever
 * Clicking “no” when player tries to join the player's room now plays “back” sound instead of stage select sound
 * The “unlock” sound effect now plays when player joins a room
 * Added location column to room list
 * Added “ping” column to room list.
 * Fixed more bugs with consecutive online mode matches
 * “Target Test glitch” fixed; online connection failures will now result in getting stuck in the waiting room where the player will get a message explaining that their connection is incompatible with the foe’s
 * Online mode will now automatically fall back on a server-based connection if P2P connection fails
 * Renamed “Low” latency to “Auto” to describe new behavior better
 * Online group menu added

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
 * 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

General Character Updates

 * Revival platform animations updated for all characters
 * Shock frames added/edited for all characters
 * Star KO animations updated
 * Updated and standardised dust effects on dodgerolls, spot-dodges, and grabs
 * Characters no longer decelerate during running jumps if you’re holding forward, even if above max speed
 * Alternate costumes will now use default palette during screen KOs when fullscreen rendering is enabled
 * Pressing down while holding the dash button will now always force a platform drop for both crouches and shield drops
 * Dash skid can be cancelled into turn on the first frame of skid
 * Interrupting a turn with a back input will result in a dash in the original direction
 * Can now glide-toss (cancel roll into item throw) with the A button in addition to C-stick
 * Fixed coloration errors of some costumes
 * New character: Pichu (unlockable)

Stages

 * Battlefield:
 * Increased camera boundary on the bottom
 * Background graphical complexity reduced to lessen performance issues
 * Removed pointy bit on the bottom of the stage
 * Redid foreground layer a bit


 * Castle Siege:
 * Added song: Comrades
 * Updated song (Fire Emblem Theme rip → Fire Emblem Theme)
 * Stage preview now cycles through all variations when highlighted on Stage Select


 * Central Highway:
 * Camera now focuses only on the platform that is falling instead of the whole stage
 * Stage boundaries are brought closer to the stage when a platform falls
 * The center platform gains a static floating platform once both side platforms have fallen
 * Floating platforms no longer appear and disappear on a timer
 * Left platform now falls after 40 seconds
 * Right platform now falls after 80 seconds


 * Fixed a bug on Crystal Smash where it was possible to zip through the stage by trying to drop through the top platforms in the right spot


 * Dracula's Castle's platforms now move regardless of hazard switch


 * Dream Land:
 * Updated song (Green Greens (Melee) rip → Green Greens)
 * Updated song (Dream Land: Dream Land (SSB) rip → Gourmet Race)


 * Emerald Cave's wooden panels now move back to their home position when they respawn


 * Final Destination:
 * Terrain shifted left by 0.6 pixels, ensuring that players jumping straight up from the left ledge will land on the stage
 * Removed a redundant layer of background stars
 * Second background transition added


 * Final Valley:
 * Improved AI pathfinding.
 * Updated song (Wind → Ninja Medley).
 * Fixed looping issues with Ninja Medley.


 * Fourside:
 * Added song: Pollyanna
 * Updated song (Fourside (Melee) rip → Fourside).


 * Galaxy Tours:
 * Now properly affected by quality settings.
 * Updated song (Good Egg Galaxy → Space Junk Galaxy).
 * Fixed dumb edges.
 * Hazard is re-enabled.
 * Stage preview now cycles through all variations when highlighted on Stage Select.
 * One of Hidden Leaf Village's songs updated (Ninja Medley → Wind).
 * Updated song on Hueco Mundo (La Distancia para un Duelo rip → On the Precipice of Defeat)
 * Hylian Skies:
 * Adjusted the ledges.
 * Stage preview now cycles between both variations when highlighted on Stage Select.
 * Song of Ocarina added on Hyrule's Castle.
 * Clouds are now properly affected by quality settings on.
 * Minor barrel fixes on Jungle Hijinx.
 * Crystals now change color over time on Metal Cavern.
 * On Meteo Campaigns, players can no longer clip through the stage when dropping through pass-through platforms in just the right spot
 * 's weight platforms and Piranha Plants now functional
 * Nintendo 3DS:
 * Updated song (Mii Plaza rip → Mii Channel)
 * Stage preview now cycles through all colors when highlighted on Stage Select
 * PAC-MAZE:
 * Terrain is slightly thicker
 * Frozen/egg characters can now be KO’d with hazards on
 * Palutena’s Shrine:
 * Terrain edited to allow giant characters to fit in the bottom area
 * Both platforms now have grabbable edges on the bottom ends
 * Improved AI pathfinding
 * Updated song (Kid Icarus Title rip → Palace in the Sky)
 * Updated song (Kid Icarus Boss Fight → Magnus’ Theme)
 * Songs no longer appear as “PLACEHOLDER”
 * Princess Peach’s Castle
 * Updated song (Peach’s Castle (Melee) rip → Bob-Omb Battlefield)
 * Planet Namek
 * Updated with completely redrawn graphics
 * Added song: DBZ Fight Theme
 * Updated Stage Select preview
 * Pokémon Colosseum
 * Updated song (Trainer Battle rip → Trainer Battle)
 * Fixed clipping/loop on Pokemon Main Theme
 * Platforms on base layout now retain their collisions when the stage layout transforms back
 * Stage preview now cycles through all variations when highlighted on Stage Select
 * Rainbow Route
 * Ledge terrain adjusted; now has slanted edges underneath to prevent unnecessary SDs
 * Fixed mirror-related scaling bugs
 * Saffron City
 * Moving platforms added
 * Updated song (Saffron City → Team Rocket Hideout)
 * Adjusted terrain and ledge on main building to better fit the graphics
 * Adjusted foreground near ledges so that characters do not appear inside the stage as much.
 * Fixed misaligned shadow effects.
 * Fixed background loop when leaving the tunnel on Sand Ocean.


 * Sector Z
 * Main cannon is now intangible like in Smash 64.
 * Updated song (Sector Z rip → Sector Z and Titania).
 * Updated song (Corneria (Melee) rip → Corneria 2).
 * Lag noticeably reduced.
 * Sky Sanctuary Zone's lag reduced slightly.
 * Smashville:
 * Time-based lighting now actually disappears when Ambient Lighting is disabled in quality settings.
 * Ledge terrain adjusted.
 * Steel Diver:
 * Fixed quality settings
 * Physics changes are now active only when hazards are on, and no longer overwrite special mode settings
 * On Tower of Salvation, Tales of Symphonia Medley now loops properly
 * Updated one of Twilight Town's songs (Sinister Sundown rip → Sinister Sundown)
 * Christmas Waiting Room added
 * Added a song to World Tournament: The Ultimate Battle


 * Yoshi’s Island
 * Cloud platforms no longer reset their timers when players jump off of them
 * With hazards off, cloud platforms are removed and the boundaries are brought closer to the stage a la Smash 64’s 1 player mode version
 * Yoshi’s Story
 * Added song: Yoshi’s Story
 * Updated song (Yoshi’s Story (Melee) → Donut Lifts)

Engine

 * Fixed an issue where all projectiles were basically transcendent
 * All projectiles, items, enemies, and targets no longer receive hitstun from windboxes
 * Targets can now break when hit by windboxes that do → 0 damage

Items

 * Fixed internal item limits for Pokemon, Assists, and Cuccos
 * Fixed Ditto copies for Pichu, Sheik, Sora, and Yoshi
 * Characters are no longer extra thicc when breaking out of Master Ball
 * Master Ball can no longer capture opponents that are stuck in a barrel
 * Master Ball status now resets properly after releasing a player
 * Barreled opponents can no longer be hit

Arena Mode

 * Arena Mode replays are now functional.

Online Mode

 * Password systems for rooms now work again.
 * Profanity filter no longer false-positives words ending in “a”.
 * Online replays hopefully no longer desync due to differences in online/offline input buffer
 * Players can no longer join a room if it is at maximum capacity.
 * “Private” column re-added on the room list.

Misc

 * Status boxes no longer appear in training mode if HUD is disabled.
 * Removed stray comma from Pichu’s unlock screen.
 * Multiman opponents are now lighter (100 → 85).
 * In the Multiman Stage in Classic Mode, player knockback ratio increased by 1, but computer level also increased on harder difficulties.