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Beta 1.3 is the fourth revision of the final major release of the Super Smash Flash 2 Demo and followed the third beta phase of development. It was the last of two versions released in 2020.

Differences from Beta 1.2[]

This demo features many differences from Beta 1.2, such as Ganondorf being added as a new unlockable character, Fourside getting a complete update, Butter Building and Fairy Glade getting added as new stages, and Emerald Cave receiving its alternate music track. Replays can now be auto-saved by enabling it in the data menu. Players can also hold left or right to slow down or fast-forward, hold the special button to pause, hold the shield button to resume, and press the grab button when paused to go frame-by-frame when viewing a replay. Stadium mode says "New Record!" when a new record is set, and players now have the ability to save replays from this mode. Character Specific Break the Targets Stages have made their return. The auto-updater was removed and replaced with the News Feed functionality.

Version history[]

1.3.0.0[]

  • View full changelog here.

1.3.0.1[]

Engine[]

  • Restored knockback stacking capability while in hitstop (with move-specific ability to bypass stacking timer).
  • Ledge-rolls onto narrow platforms now stay onstage.
  • Fixed inability to use C-Stick and Grab smashes.
  • KOing foes mid-command grab will now result in a proper stalemate.
  • Corrected issue where match Survival Time did not count final smash cutscene frames.
  • Fixed doubling of crowd-cheer when hit multiple times and already in heavy knockback.
  • Fixed issue that caused characters that enter heavy knockback after knockback stacking to escape frozen, stamina KO, and FS grabs.
  • Fixed issue with crowd cheers stacking when hit while already in heavy knockback.
  • Fixed bug that caused some stage foreground elements to still be desynced.

Misc.[]

  • Updated credits.
  • Removed pop-up message after successfully loading a replay.
  • Updated title screen social links.
  • Removed legacy "First Launch" menu.

Stages[]

  • Butter Building
    • Star KOs now appear behind the stage.

Character Specific[]

  • Captain Falcon
    • Up Special
      • Fixed ability for foe to escape on the frame the attack box comes out.
  • Ganondorf
    • Down Smash
      • Fixed color errors.
      • First hit maximum autolink knockback 60 -> 75.
      • No longer does 0 knockback to downed opponents.
    • Side Special
      • Fixed issue that put Ganondorf into helpless if sliding offstage after landing.
    • Up Smash
      • Fixed issue that caused it to become cancelled prematurely when airborne.
      • Fifth active frame added that can now hit downed/crouching opponents.
    • Up Special
      • Fixed ability for foe to escape on the frame the attack box comes out.
  • Ness
    • PK Fire
      • Knockback stacking now always applies regardless of stacking timer.
  • Rayman
    • Vortex
      • Knockback stacking now always applies on final hit regardless of stacking timer.

1.3.1.0[]

View full changelog here.

1.3.1.1[]

Engine[]

  • Characters in their Final Form now lose their Final Smash meter when KOd.
  • Improved wall detection behavior when grabbing an opponent.

Modes[]

  • All-Star
    • Updated Isaac’s portrait in the Rest Area to match the new changes.
    • Fairy Glade now appears on Stage 8 instead of Stage 7.

Items[]

  • Assist Trophy
    • Projectiles can no longer be pocketed, absorbed, or reflected.
    • Pain no longer floats indefinitely if the ground below him is destroyed.
  • Medusa heads no longer scale weirdly on some stages.
  • Smash Ball now breaks in one hit in Training Mode.

Characters[]

  • Many Final Smashes now detach from the ground at the start.
  • Bomberman
    • Realigned explosion GFX at the start of Jetpack.
  • Bowser
    • Minor update to idle pose.
  • Captain Falcon
    • Updated hurtboxes on grounded Falcon Punch.
    • Added some glow effects to air Falcon Punch when charging.
  • Chibi-Robo
    • Fixed his electric attack trails on dash attack and up air.
  • Falco
    • Down air clean hit is now a meteor smash.
  • Ganondorf
    • Beast Ganon now bypasses shields.
    • Minor palette fixes.
  • Ichigo
    • Fixed his Idle Blink and made it play faster.
  • Isaac
    • Minor fixes to his special fall animation.
  • Kirby
    • Updated Isaac Kirby to match the way Move works now.
  • Krystal
    • Fireburst Pod now bypasses shields.
  • Link
    • Characters can no longer SDI out of Triforce Slash if caught late.
    • Attack Trail for Down Air integrated into the animation.
  • Lucario
    • No longer gets stuck indefinitely when using Aura Storm on some stages.
  • Marth
    • Down air tipper no longer has priority over arm hitboxes.
    • Increased the height of the hitbox on Critical Hit to prevent whiffs on hit.
  • Meta Knight
    • Galaxia Darkness no longer whiffs on opponents who are directly behind him.
    • Updated freeze frames/camera shake on Galaxia Darkness’ initial hit.
  • Peach
    • Stage music now restarts properly after using Peach Blossom in the air.
  • Pikachu
    • Fixed overlapping SFX on backwards double jump.
  • Rayman
    • Updated hurtboxes on dash attack.
  • Sandbag
    • Dodge roll intangibility moved from frame 1 to frame 3 and adjusted GFX.
  • Sora
    • No longer becomes intangible when using Aerial Recovery.

Stages[]

  • Fixed the foreground layer scaling on Crateria, Flat Zone +, Green Hill Zone, Hyrule Temple, and PAC-MAZE.
  • Fairy Glade
    • Now tracks water KOs for the Steel Diver unlock condition.
    • Mushroom now resets a character’s momentum before bouncing them.
    • Mushroom no longer bounces characters when frozen, buried, in a barrel or egg, or during their Final Smash.
  • Updated Hueco Mundo’s preview image on stage select.
  • Adjusted Mushroom Kingdom I’s blast zones, camera, and spawn points.
  • Adjusted background on Suzaku Castle.
  • Casino Night Zone right Bumpers moved more to the center and further prevented the ability to stand on the corner bumpers without getting pinged.

1.3.1.2[]

Engine[]

  • Special move priority changed when air canceling.
    • Forward, backward, down, up, neutral → up, down, forward, backward, neutral
  • C-stick smash attacks no longer reset ground momentum if “down” is not held.
  • Camera boxes are now removed properly if a character gets hit during an attack that uses them.

Modes[]

  • Solo
    • Stadium
      • Final Smash meter, score display, HUD display, and pausing rules are no longer applied to Home-Run Contest or Multi-Man Smash.
  • Online Mode
    • Fixed an issue where packets would fail if a match went beyond 18 minutes.

Characters[]

  • Black Mage
    • Meteor
      • No longer becomes more powerful after using a smash attack.
      • Meteor explosion is no longer ridiculously powerful for no reason.
        • Angle 40° → 50°, BKB 92 → 33, KBG 60 → 85, hitlag 1f → 1x
      • Now uses back/forwards instead of down/forwards for angle adjustment.
      • Air version charge time now matches ground version (39 frames → 45 frames)
      • Air version now very definitely 100% guaranteed uses the exact same damage scaling as the freaking ground version.
      • Air version endlag 15 frames → 11 frames
      • Air version now uses normal landing lag when landing after firing instead of no lag at all.
      • Air version now properly kills the meteor when BM is hit when firing instead of just hanging in the air for a while.
      • Reflected meteors no longer face the wrong direction.
      • Air-to-ground transition handling improved.
      • Minor animation adjustments.
  • Bowser
    • Ledge Attack
      • Removed arbitrary premature ledge release to match the other characters.
  • Captain Falcon
    • Ledge Attack
      • Removed arbitrary premature ledge release to match the other characters.
  • Donkey Kong
    • Dash Attack
      • Can now be jump-canceled in the air.
    • Neutral Air
      • Startup 4 frames → 2 frames
      • 1 frame of autocancel removed.
      • Active duration 9 frames → 10 frames
      • Clean hit frame 4-5 → frame 3-4
      • Strong hit sounds a bit stronger.
    • Forward Air
      • Hurtboxes mostly redone.
      • Startup 12 frames → 11 frames
      • Active duration 3 frames → 4 frames
      • Clean hit frame 13 → frame 12-13
      • Endlag 15 frames → 11 frames
      • Meteor hit updated.
      • No longer has priority over upper hitbox on frame 14.
      • Frame 15 is now entirely a meteor hit.
      • Frame 12 hitboxes added.
      • Backwards range +17
      • Upwards range +15
      • Frame 13 trail hitbox added.
      • Backwards range +2
      • Upwards range +6
    • Up Air
      • Startup 2 frames → 3 frames
      • Autocancel frames unchanged.
      • Damage 14% → 13%, angle 90° → 75°
    • Giant Punch
      • No longer becomes more powerful after using a smash attack.
  • Falco
    • Jump force 27.5 → 25.4
    • Double jump force 26.5 → 24.2
    • Reflector
      • No longer becomes more powerful after using a smash attack.
      • Can no longer double-hit when jump-cancelled.
  • Fox
    • Reflector
      • No longer becomes more powerful after using a smash attack.
      • Can no longer double-hit when jump-cancelled.
  • Kirby
    • Copy Abilities
      • Bowser Kirby can now edge-cancel from the air version and hits at the proper knockback angle when facing left.
      • Lucario Kirby updated with new behaviors and correct aura scaling.
      • Wario Kirby can now throw backwards when facing right.
  • Krystal
    • Item throws added.
  • Link
    • Arrow
      • Bomb arrow no longer becomes more powerful after using a smash attack.
  • Lloyd
    • Ledge Attack
      • Removed arbitrary premature ledge release to match the other characters.
  • Lucario
    • Aura Sphere
      • Fixed an issue where spamming air cancels could create multiple floating aura spheres.
    • Extreme Speed
      • Can now be edge-canceled on landing.
  • Luigi
    • Jump force 15.5 → 15.8
      • Double jump force 14 → 15.1
      • Removed arbitrary premature ledge release on ledge getup to match the other characters.
    • Ledge Attack
      • Removed arbitrary premature ledge release to match the other characters.
  • Mega Man
    • Mega Buster
      • Will now automatically cancel into Beat Call if up is held while firing.
  • Meta Knight
    • Forward Air
      • Hitstop/self hitstop 3/2 frames → 2/1 frames for both hits
      • Now has an outer and inner hitbox for both hits.
      • First hit inner hitbox angle 80° → 30°
      • Frame 3 hitbox size adjusted.
      • Outer half up/down range -2
      • Inner half up/down range +4
      • Frame 7 hitbox size adjusted.
      • Outer half forwards range +2
      • Inner half backwards range +2, up/down range +6
    • Back Air
      • Hitstop 3 frames → 4 frames
    • Up Air
      • Self hitstop 2 frames → 1 frame
      • Endlag 10 frames → 9 frames
      • Autocancel frames 12-13 → frame 12
      • Front hitbox size 16x16 → 18x18
      • Forwards range +6
      • Backwards range -4
      • Upwards range +2
      • Top hitbox size 36x16 → 36x20
      • Forwards range +3
      • Backwards range -3
      • Downwards range +4
      • Back hitbox size 16x16 → 18x18
      • Forwards range +2
      • Upwards range +2
      • Slash effect updated for new hitboxes.
    • Down Air
      • Self hitstop 2 frames → 1 frame
      • Endlag 12 frames → 10 frames
      • Autocancel frames 14-15 → frame 13
      • Front hitbox size 16x16 → 18x18
      • Forwards range +6
      • Backwards range -4
      • Upwards range +2
      • Top hitbox size 36x16 → 36x20
      • Forwards range +3
      • Backwards range -3
      • Upwards range +4
      • Back hitbox size 16x16 → 18x18
      • Forwards range +2
      • Upwards range +2
      • Slash effect updated for new hitboxes.
    • Drill Rush
      • Handbox comes out 11 frames later.
      • Handbox duration 13 frames → 2 frames
      • No longer jumps up when ending on the ground.
      • Fixed metal footsteps when ending in the air.
    • Up Throw
      • Movement speed is now as fast as Kirby’s up throw (50 → 70)
      • Now uses fire effect on landing.
      • SFX updated.
  • PAC-MAN
    • Pac-Jump
      • Trampoline no longer displaces characters hanging from a ledge
  • Pichu
    • Electro Ball
      • Pushback on discharge air version now works properly.
    • Agility
      • Zips no longer hit twice sometimes.
      • Fixed an issue where grounded down zip when facing right could be followed up with another right zip.
      • Fixed an issue where grounded left zip would detach from the ground.
      • Down-angled ground zips now trigger landing behavior immediately.
      • Fixed these issues on the discharge version as well.
      • Added some missing camera shake to down-angled discharge version.
    • Thunder
      • Can no longer be pocketed.
      • Lightning moved back 7.25 pixels
      • Lightning falling hurtbox centered and significantly shrunken down.
      • Lightning falling hitbox updated.
      • Forwards range +1.4
      • Backwards range -1.4
      • Upwards range -5.6
      • Downwards range +1
      • Lightning landing hurtbox centered and significantly expanded.
      • Lightning landing hitbox updated.
      • Forwards range +5.4
      • Backwards range -5.4
      • Upwards range -22.55
      • Downwards range +0.65
      • Lightning now actually touches the ground when landing.
  • Pikachu
      • Now turns around with his back item throws.
      • Made item throw frame data consistent with other characters (frame 5 → frame 4)
    • Quick Attack
      • Startup 5 frames → 7 frames
      • Fixed an issue that prevented a second zip if the first was down-angled.
      • Fixed an issue where grounded down zip when facing right could be followed up with another right zip.
      • Fixed an issue where grounded left zip would detach from the ground.
      • Down-angled ground zips now trigger landing behavior immediately.
      • No longer stops at the ledge when grounded.
      • Can now edge cancel during landing part.
    • Thunder
      • Lightning hurtbox centered and made level with the hitbox (slight height reduction)
      • Lightning falling hitbox updated.
      • Forwards range +1.45
      • Backwards range -1.45
      • Upwards range -5.55
      • Downwards range +0.95
      • Lightning landing hitbox updated.
      • Forwards range +5.45
      • Backwards range -5.45
      • Upwards range -1
      • Downwards range +2.3
      • Lightning now actually touches the ground when landing.
  • Pit
    • Palutena’s Bow
      • Arrows can no longer be pocketed.
    • Upperdash Arm
      • Now properly reacts to/reflects projectiles.
      • Air version now reacts to shield hits and keeps some momentum on hit.
  • Rayman
    • Down Tilt
      • Hurtboxes updated.
  • Ryu
    • Focus Attack
      • Opponent movement reset on hit.
  • Samus
    • Charge Shot
      • Fully charged shot BKB 50 → 40
  • Simon
    • Up Smash
      • First hit KBG 70 → 0
      • First hit late hit top hitbox angle 110° → 250°
      • First hit late hit updated.
      • Top hitbox 40.8x43.2 → 40x40
      • Forwards range +13.5
      • Backwards range -14.3
      • Upwards range -5.55
      • Downwards range +2.35
      • Bottom hitbox 60.1x89.8 → 40x90
      • Forwards range -1.1
      • Backwards range -19
      • Upwards range +0.1
      • Downwards range +0.1
      • Second hit secondary hitbox added.
      • Forwards range +23.85
      • Downwards range +42.5
      • Second hit late hitboxes removed.
      • Active duration 4 frames → 2 frames
      • Endlag 9 frames → 11 frames
    • Up Air
      • Animation slightly retimed.
    • Ring Grapple
      • Wall bounce height now resets when landing or getting KO’d.
      • No longer bounces off terrain during the initial jump; only during the swing.
  • Sora
    • Up Smash
      • Added second top hitbox with angle of 225°.
      • Final hit damage 8% → 7%
    • Down Smash
      • Now uses manual refresh rate.
      • 4 hits for 10% → 6 hits for 12%
      • Strong final hit active frames 16/18-21 → 18-21
    • Dash Attack
      • Movement boost 13 pixels/frame → 16 pixels/frame
      • End movement speed x0.7 → x0.9
    • Strike Raid
      • Removed windbox from returning keyblade.
  • Tails
    • Now turns around with his back item throws
    • Added landing checks to air item throws
    • Spin Dash
      • No longer becomes more powerful after using a smash attack or charged spin dash.

Damage 8-11.6% → 8-12%

      • Now keeps horizontal momentum during forwards smash even if moving faster than 3.5 units/frame.
  • Waluigi
    • Removed arbitrary premature ledge release on ledge getup to match the other characters
    • Ledge Attack
      • Removed arbitrary premature ledge release to match the other characters
  • Wario
    • Corkscrew
      • Duration 25 frames → 24 frames
      • Initial hits active duration 12 frames → 11 frames
      • Multihit now does fixed hits instead of using refresh rate.
      • 1 hit every 3 frames → frame 4-5/6-7/8-10/11-13/14
      • Multihit no longer uses knockback stacking.
      • Frame 7 BKB 35 → 90
      • Frame 13-14 BKB 20 → 35, KBG 1 → 30, hitstop/self hitstop 0 frames → 1 frame
      • Initial hits hitbox altered.
      • Frame 5 hitbox size 45.4x43.8 → 44x50
      • Forwards range -1.3
      • Backwards range -0.1
      • Upwards range -1.05
      • Downwards range +7.25
      • Frame 6-11 hitbox size 45.4x33.5 → 44x50
      • Forwards range -1.35
      • Backwards range -0.05
      • Upwards range -1
      • Downwards range +17.5
      • Frame 12-14 hitbox size 45.4x31.2 → 44x50
      • Forwards range -1.35
      • Backwards range -0.05
      • Upwards range -1.05
      • Downwards range +19.85
      • Frame 17 hitbox upwards range +7
  • Zelda
    • Now turns around with her back item throws.
    • Added landing checks to air item throws.
  • Zero Suit Samus
    • Plasma Whip
      • Added a weak hit between the two strong hits (frames 13-14)

Stages[]

  • Castle Siege
    • Phase 1 stage length very slightly reduced (464.45 → 464.4)
    • Phase 1 blast zones shifted 1.25 pixels down and 5.05 pixels to the left.
    • Camera bounds shifted to compensate.
  • Final Destination
    • Blast zones shifted 0.05 pixels to the right (now properly centered)
    • Camera bounds shifted to compensate.
  • Jungle Hijinx
    • Blast zone size 1462.95x994.8 → 1460x1000
    • Left offstage area 475.25 → 469.85
    • Right offstage area 467.4 → 469.85
    • Ceiling height 576.15 → 575
    • Bottom blast zone 418.65 → 425
    • Camera centered and shifted slightly up.
  • Pokémon Colosseum
    • Blast zones shifted 0.1 pixel up and 0.05 pixels to the right.
    • Camera bounds shifted to compensate.
  • Rainbow Route
    • Adjusted main platform terrain to make pineappling less likely unless the player doesn’t know how to recover.
    • Moved both ledges inwards by 4 pixels.
  • Sky Sanctuary Zone
    • Blast zone height 980 → 1020
    • Ceiling height 545.5 → 585
    • Lower blast zone 434.5 → 435
    • Blast zones shifted 0.2 pixels to the right (now properly centered)
    • Camera bounds shifted to compensate.
  • Suzaku Castle
    • Main stage length 606.2 → 543.4
    • Bottom terrain adjusted to compensate and reduce pineappling.
    • Platform centered and length decreased (447 → 383)
    • Blast zone size 1590x1140 → 1550x1100
    • Left offstage area 492.15 → 503.3
    • Right offstage area 491.65 → 503.3
    • Ceiling height 660.2 → 650
    • Bottom blast zone 479.8 → 450
    • Moved both ledges inwards by 4 pixels.
    • Camera bounds centered.
  • The World That Never Was
    • Blast zones moved 9.95 pixels down.
    • Camera bounds centered.
  • Tower of Salvation
    • Blast zones moved 0.05 pixels down.

Trivia[]

  • This demo version was the last update of the "Rotation Release Cycle", which ran from March to December of 2020.
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