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Super Smash Flash 2 Demo
Beta 1.3
SSF2 Beta 1.3.png
Title screen for revision 1.3.1.2 Beta.
Release date December 20, 2020
Note(s) Fourth iteration of final playable demo
Beta 1.3

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 a 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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