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.
Version history[]
1.1.0[]
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 Super Smash Bros. for Nintendo 3DS and Wii U.
- 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
- Sandbag 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 Castle.
- Clouds are now properly affected by quality settings on Temple.
- 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
- Mushroom Kingdom'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's 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)
1.1.0.1[]
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 thick 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.