Changelogs
3.1.7
Balance Change
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Beat now auto-spawns at the start of a Roll stock. Roll can forcibly despawn Beat by holding S2 for two seconds
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Mega’s Flame Sword now hits opponents standing right in front of him
Boss Mode Changes
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Enemies are properly appearing again on boss stages
Mods/Fixes
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Replays for Boss/Minigame matches no longer list Arena mode settings, like stocks/health/etc.
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When releasing a ladder, characters now match the direction of their last attack, rather than the direction they originally grabbed the ladder
Bugs fixed
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Certain characters are no longer able to trigger attacks during a simultaneous ladder grab, which can result in strange behavior
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Break Man no longer changes to Mega Man’s sprite during his climb getup
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Roll now properly regens EP during grab animation
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Beat no longer flies away if Roll releases and regrabs a ladder
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Beat now destroys mystery blocks on WM3 and Gamma stages
3.1.5
Balance Changes
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Splash Fish EP cost raised 5 -> 6
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Splash Fish now take longer to arrive onscreen
Mods/fixes
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Holding directions now also works on the move list and stats screen
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Gravity Man can unflip himself with S2 now when he’s out of EP (previously up/down were required)
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Certain move lists have been updated for accuracy
Bugs fixed
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Elevator Mode is properly spawning walk-on enemies again
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Wood Man can no longer grab a chicken from another Wood Man who was riding one, which can also prevent a crash
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Splash Spout now locks properly if down is pressed at max spout height
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Splash Fish now works properly on widescreen stages
3.1.4
Balance Changes
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Quake Woman now has a wall jump! Press jump against a wall to trigger it.
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Flash Gatling can now be fired under 7EP until EP runs out
Mods/fixes
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The main menu, character select, and stage select screens now allow players to hold a direction to advance the cursor
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Practice Mode settings (CPU, hitboxes, etc) no longer reset between matches, but only when exiting from practice mode
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Practice Mode now allows for teams to be enabled at the Character Select Screen
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Roll now consumes 1 EP when switching between Vacuum modes, removing an exploit that allowed her to hold vacuum without losing EP by swapping continuously
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Roll Vacuum now properly replicates the behaviors of certain weapons that were absorbed
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Metal Man now has a 30 frame lockout for cancelling a conveyor after placing one to prevent mash issues
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Hard Uppercut no longer triggers on Beat, who can’t get hit
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Snake Man now has a lower hitbox profile during Snake Bite
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Tomahawk Man's AI has been adjusted to remove some inconsistent behavior
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Pluto 2/3 platforms have been fixed for normal tripping and conveyor mechanics
Move List Changes
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Pressing Select on the movelist will now take you to the Information Icons page! If already on that page, pressing pose will go back to the previous character and page you were on
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The first page of the Information Icons menu has been updated to include various text abbreviations and terminology
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Various repeated input phrases have been shortened/abbreviated to improve readability
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Certain damage values that were initially separated by a row on the movelist are now together in one move value section
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Move cooldowns are no longer listed on a separate row from the other move values
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Charged shot values are no longer listed separately from their regular shots
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Moves that can be dropped now state that they can be aimed down instead
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Various movelists have been tweaked for consistency and readability
Bugs fixed
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All Star and Score Modes once again display the CPU character at the game over screen
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Corrupted replay files no longer cause game crashes
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Returning to the character select screen from stage select no longer changes a Mega alt to the Music Select option
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Character selection now works correctly when backing out of player options for CPUs
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Fixed an online character selection crash that involved selecting characters with skins
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Certain moves have been fixed to work properly with power gear mode
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Certain moves that were not properly tracking accuracy have now been fixed
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Reverse gravity semi-solids no longer cause a repeated landing noise
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Swapping off a skin character using debug controls (F11 mode) no longer crashes the game
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Many attacks that incorporate movement (Top Spin, Bass Kick, etc) are now affected by the slowness debuff
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Hovering (Beat Rescue, Bass Transform) is now affected by the slowness debuff
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Riding Rush Marine no longer crashes the game at match end
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Roll can no longer absorb her own projectiles if she switches fast enough between vacuum modes
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Gemini Clones no longer lose their status effects or attached weapons when the Gemini Man main body is destroyed and takes the place of the clone
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Gemini Man KOs are now only counted when he loses a stock. Clones and main body swaps are no longer counted
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Snake Man can launch snakes by holding left/right again
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Snake Man now properly trips out of a bite attack
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Search Python/Viper/Mamba now deal damage to summons like they do to enemies
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Search Python can no longer be removed by weapons that destroy other weapons, nor does it get destroyed if the player goes above the top of the screen
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Dust Crusher no longer explodes when absorbed by Roll Vacuum
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Splash Woman’s slide-button option for spout now works properly in reverse gravity
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Splash Woman’s slide-button option for spout rise no longer causes her to jitter on semi-solids
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Pluto Comet is now correctly limited by its 14 max combo damage
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Gallop can now be stood on in reverse gravity
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Quake Dive no longer gets stuck against walls, nor does it allow for wall jumps (she now has a proper wall jump instead)
3.1.3
Enhancements
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New stage layouts have been added for competitive play! Check out Magnet Boss, Top 1, Hard Boss, Pharaoh 2, Pluto 2, and Wily 2 MM3!
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Balanced/Tourney stage lists have been updated to reflect the new stages.
Balance Changes
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Magnet Man now has 5% armor reduction (27 effective HP)
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Magnet Man’s horizontal speed during a high jump has been reduced slightly
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Gemini Man now has 15% armor reduction (25 effective HP)
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Gemini Clones now start with 40% of current HP (down from 50%)
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Gemini Laser bounce count reduced by 2
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Hard Grapple victims now bounce off walls like they do against screen edges
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Snake Man’s armor debuff timer reduced 6 -> 3 seconds
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Shadow Man’s Large Blade/Assassinate now has super armor
Boss Mode Changes
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Gamma Phase 3 is no longer locked to using the rapid fire shots
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On Gamma stage, players can no longer go through the floor or ceiling just before the second boss gate
Mods/fixes
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Players can no longer trigger multiple E-Tank usages at once while in the air
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Heat 2 layering has been corrected to not hide projectiles in specific locations
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Gravity Man’s eighth color has been changed to be more distinguishable from the original color
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Flame Man long jump no longer defaults to maximum height if the jump button is not held
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Quake Dive’s deflectbox better protects the player from taking damage
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Tomahawk Feathers and Rokko Snowflakes now cancel out Crash Bombers
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Silver Tomahawk no longer changes controls in reverse gravity
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Rokko snowflakes now all explode together, rather than just one explosion
Move List Changes
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Mega 2 movelist now acknowledges Item 2’s piercing ability
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Mega 3 movelist now acknowledges Rush Marine’s super armor
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Quick Man movelist now displays the correct EP value for Homing Boomerangs
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Magnet Man’s Normal Shot and Special 1 have been renamed on his movelist
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Magnet Man movelist Magnetize section has been redone for better readability
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Magnet Man’s movelist now includes the EP cost for High Jump during Magnet Pull/Push
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Snake Man movelist now mentions that Search Glider can be aimed down
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Gravity Man movelist now mentions that Gravity Flip costs 0 EP in reverse gravity
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Tomahawk Man movelist now acknowledges Tomahawk Smash Wave’s piercing ability
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Tomahawk Man movelist now displays Feather Fan cooldown period
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Freeze Man movelist now acknowledges Freeze Wave’s piercing ability
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Splash Woman movelist now says that spout drops after 2 hits instead of dies
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Diamond movelist no longer lists Air Platforms as a ping
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Rokko Chan movelist now acknowledges Volcano Cannon Explosion’s piercing ability
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Various moves that did not before now acknowledge their hitstun modification
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Various movelists have been tweaked for consistency and readability
Bugs fixed
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Mega 3 Hard Knuckle no longer gets +1 damage
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Players no longer trip if they walk off a moving platform while quaking is active
3.1.2
Enhancements
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A new save file format has been adopted for MMA moving forward. Old save files will be loaded and copied over to the new save file format
Online Changes
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When loading the movelist during a match, it now starts on the correct character rather than always starting on P1’s character
Balance Changes
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Gravity Bonk now has 5 frames of hitstun extension to better enable Bonk -> Bash combos
Mods/fixes
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The stats menu has been adjusted to allow for longer stat counts. The character sprites have all been better aligned as well.
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Airborne players now maintain the ability to move at match end until they hit the ground
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Mega Man can now damage enemies without being hit by them during Top Spin
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Top Spin now stuns enemies like a proper melee attack
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Cool Stage 1 tree now properly layers in front of all players
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Diamond no longer uses her aerial barrier when S1 is pressed during a grounded platform jump. Instead, a grounded barrier is buffered.
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Rokko Shield now detonates Crash Bombers that have latched
Move List Changes
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Roll’s movelist now includes Beat Rescue
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Bass’ movelist now displays NS cooldown
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Crash Man’s movelist now acknowledges Bomb Explosion piercing and hitstun modification
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Top Man’s movelist no longer inaccurately displays an eraser icon for Homing Tops
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Spark Man’s movelist now acknowledges Spark Shocker's piercing ability
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Spark Man’s movelist now displays 8-Way Spark cooldown period
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Spark Man’s movelist now mentions Giant Spark max amount
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Spark Man’s movelist now includes each Giant Spark size’s damage
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Charge Man’s movelist now mentions that Charge Charge can be jump canceled
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Gravity Man’s movelist now mentions that EP Regen stops in reverse gravity
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Sword Man’s movelist now acknowledges Sword Man’s intangibility during Sword Inferno
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Splash Woman’s movelist now mentions that spout disappears after 2 hits
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Various movelists have been tweaked for consistency and readability
Bugs fixed
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True Random is now correctly remembered as your previous character by the online lobby
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The Boobeam Dungeon vertical transition no longer softlocks in certain situations
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Grappled enemies now deal damage when flung into other enemies (Hard and Roll grapples)
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Proto Shield tipping correctly adjusts reflected projectiles again
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Proto Man is no longer immune to Yellow Devil 2 moving pieces while Shield Bashing
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Proto Man’s charging colors properly reset at the end of a boss match
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Roll now behaves properly if the match ends while Beat is rescuing her
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Roll’s Beat Crash animation no longer freezes when Roll is frozen
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Metal Man no longer uses the wrong animation upon landing after using Cone -> aerial NS
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Bubble Man is again able to drop Bubble Lead at his feet
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Crash Bombers now explode on destructible enemy projectiles
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Crash Bomber Explosions now have better collision detection with enemies who have weakpoints
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Doc Robot Grapple no longer drains an opponent’s EP while grappling their summon (Met Train, etc). Doc also stops better when encountering a summon.
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Flame Cyclone no longer splits apart occasionally after Flame Man is grabbed
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Freeze Wave no longer goes through the floor on Charge 2 if spaced perfectly
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Hot Mines are now properly deflected when airborne and destroyed when grounded
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Rokko Chan can no longer mash S2 to delay her lightning shot while in the air
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Rokko Chan can no longer throw a snowflakes shield and then generate a new one while the previous one is still onscreen
3.1.1
Enhancements
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Break Man skin has been added!
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Each character has new blurbs on the single-player CSS
Online Changes
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It is now possible to start a match where all players are True Random Team
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True Random Team option no longer creates situations where the game crashes when returning to the lobby
Mods/fixes
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True Random selection now resets the character choice when choosing Stage Select in offline matches (rather than sticking with the chosen character)
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Slight adjustments were made to the hitboxes of Roll and Quake’s aerial moves
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Quick Homing boomerang direction no longer defaults to “up” if multiple directions are held
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Crash Man’s shot delay no longer affects him in non-versus (Boss/Elevator) modes, allowing him to play as he did in previous versions
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Heat Barrage (Doc too) + Sheep Cloud Strike now detonate attached Crash Bombers
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Doc Robot’s grapple now works on enemies - try it out!
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Hot Mines can now be reflected (their color will reflect the new player owner)
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Cool Man’s charge shot now reflects his skin if in use
Minigame Changes
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Shadow Man no longer dies if he fast falls into the transition pit on the second screen of Boobeam Dungeon
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Doc Robot’s Metal Blade and Quick Boomerang no longer destroy Boobeam walls
Move List Changes
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Moves that can be held to increase the length or distance traveled now have “holdable” in parenthesis next to the input on the move list
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Bass movelist now mentions EP drains during Treble Boost
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Bass movelist now acknowledges Treble Boost’s transformation intangibility frames
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Heat Man and Doc Robot movelist Heat Barrage section has been tweaked to be more readable
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Gemini Man movelist no longer has overlapping text
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Shadow Man and Pluto movelists now mention that EP regen stops during wall cling
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Sheep Man movelist now acknowledges Cloud Strike’s super armor
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Pluto movelist now acknowledges Slide and Break Dash super armor
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Pluto movelist now mentions that Break Dash can be activated with slide and S1
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Pluto movelist now mentions the ability to aim NS downwards while wall clinging
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Pluto movelist now mentions that Wall Clinging can be activated by sliding and jumping into a wall
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Hot Man movelist now acknowledges Hot Aura and Hot Shield piercing abilities
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Katyusha movelist now acknowledges Motorcycle Mode’s speed increase and intangibility startup frames
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Various other movelists have been tweaked for consistency and readability
Bugs fixed
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Various CSS issues have been resolved, especially regarding team selection with CPUs and/or squads
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Player wins are correctly tabulated now when using salty runback in offline matches
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Teams matches offline can now start if all characters are True Random Team
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Moving stages no longer drag players at the screen edge
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Hitstun canceling now behaves correctly with grappling
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Replays now correctly save if the players die during Gamma blocks
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Proto Eye no longer crashes the game sometimes if it cannot find a particular player
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The game will no longer crash if SFX files are deleted or unable to be accessed
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Pausing during a Boss Mode replay no longer causes the replay to desync
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Tripping no longer causes players to rise when inside quicksand
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Grapples can no longer be jump canceled until the final hit is delivered
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Drill Bomb, Rokko Volcano, etc. now trigger properly on attacking summons
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Proto Bash no longer gets canceled by pressing the jump button
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Mega/Mega3 no longer bug out if they slide into Rush Marine and then exit while airborne
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Mega3 no longer gets Mega’s +1 damage to his Shadow Blade
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Roll can no longer hold vacuum through the match end freeze
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Roll Grapple behaves correctly for enemies flung off a ledge
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Roll’s victory animation no longer disappears if she’s using a skin
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Needle Noggin no longer hurts everyone around it when someone falls into it
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Spark can no longer wavedash during stuns out of charging
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Doc Robot grapple victims no longer regen EP while having their EP drained
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Gravity Bonk has better sprite and deflectbox alignment
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Gravity Bonk/Bash had cancels and collisions adjusted to avoid inappropriate cancellations/starts/ends
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Flame Man no longer explodes when teleporting through spikes during match end
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Flame Burst now cancels properly if Flame Man is knocked from his super armor
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Tomahawk Man can no longer cancel his ladder chop with S1 or S2
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Freeze Glaze properly shatters to Icicles on certain stages
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Sheep Static no longer lasts forever while remaining in slide paths
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Splash Woman no longer falls off her spout immediately when time stopper ends
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Pluto no longer dies when hit during trips in slide paths
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Hot Mine no longer crashes on bosses
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Tark now holds his charge properly if the button is released during a dash
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Katyusha Bike is now properly canceled by trips and disable
3.1.0
Enhancements
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Four new challengers have arrived! Roll, Quake Woman, Diamond, and Rokko Chan are here and ready to rock!
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New Character Select Screen is here!
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Teams is now a selectable option at the CSS! Play teams in squads!
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True Random is now an option! It works in teams and squads! And you can even pick a random team to join if teams is enabled!
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Choose your favorite tune and even lock it in for all future visits to the character select screen!
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The game’s resolution has been doubled to 640x448. The former 1x/2x/3x settings are now effectively 2x/4x/6x.
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Skins are here! Characters with skins include Roll, Snake, and Cool. Certain skins are also available in teams mode, though skins are not used in squads.
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Splash Woman’s victory pose has been updated to include a special surprise. Check it out with sound enabled!
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Move lists have a new format.
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Several new powers have been added to Mega’s arsenal, including Magnet Beam!
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Secret characters can now be enabled/disabled via the main menu options, rather than entering the secret code.
Balance Changes
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Global Change: Hitstun canceling no longer provides a +10 frame bonus to invincibility
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Global Change: Melee combo hits now break super armor
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Proto Man charge time increased by 5 frames (now 9 frames shorter than Mega)
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Proto Man shoot lag time increased before he can shield (10 -> 15 frames)
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Mega Man Charge Shot now will combo
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Mega Hard Knuckle freeze time reduced 12 -> 5 frames
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Bass Shot delay increased 25% (each shot timer increased 60 -> 75 frames)
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Bass kick hitbox has been shrunk vertically (so it doesn’t hit players above his foot)
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Bass Treble Boosted NS no longer drains .5 EP
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Bass Treble Boosted EP drain rate increased 30%
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Cut Slash startup/cooldown frames reduced 7 -> 5
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Cut Slash hitboxes have been updated to better reflect his blade position
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Cut Slash no longer slashes projectiles inaccurately
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Ice float now consumes 1EP per jump press. Maximum total hold time available increased by 20%
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Ice Freezing Slasher EP reduced 4 -> 3
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Metal damage taken changed to +8% (from 0%), for 26 EHP
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Metal Man’s follow-up homing blade cost EP reduced 3->2 (the first shot still uses 3 EP)
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Metal Man’s high jump has been given a horizontal speed boost, but the height is lower
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Metal Man high jump EP increased 1 -> 2
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Bubble Man can float outside water (he summons his inner swimmer!)
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Bubble Lead pushes out of walls upon spawn, breaking when it lands as in the original MM2 game
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Bubble Man aerial speed increased 25%
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Bouncing Bubble duration increased 4 -> 4.5 seconds
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Quick Man now flashes Blue/Red/White for stance changes
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Quick speed changes now degen ammo every 22 frames (down 25% from 30)
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Crash Explosion damage increased 4 -> 5 and hitstun extension increased by 12 frames
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Crash Remotes no longer auto-detonate on another Crash Explosion
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Crash Bombers and Crash Remotes cannot be shot at the same time (must wait for the 15 frame shoot animation to finish before shooting the other one)
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Crash Homing Bomb contact damage reduced 2 -> 1
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Flash Shot hitstun extension reduced 18 -> 12
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Flash Gatling (aimed out) is now a true 6x1 combo for 7EP (1 on startup, 1 per shot)
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Flash Gatling (aimed up) is now 3EP, more closely resembles the jump gatling, and has higher knockback to prevent Flash getting hit in response more easily
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Flash Gatling (grounded) can now be canceled by pressing the button a second time
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Flash Aerial Gatling damage/EP reduced 3/3 -> 2/2, and hitstun extension now matches NS. Its behavior has also been changed to now boost speed when used on the way up and uses a fixed, much smaller bounce when descending for more control
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Flash Time Stopper EP increased 14 -> 18
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Heat Charge Time reduced to 45/85 (from 60/110)
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Heat Man Charge Shot now will combo
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Magnet Missile Homing reduced by ~10%
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Magnet Super Armor removed on Magnetize during startup to make behavior more consistent
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Magnet Magnetize startup reduced to 8 frames (from 12)
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Magnetize EP tick rate reduced to 22 frames (from 30)
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Gemini NS now deals reduced invulnerability frames 30 -> 25
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Gemini clone cost has been altered to 1 EP/HP, with 50% of main body HP being the max health potential of a clone
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Gemini clone EP cost is now based on 2/3 of remaining HP (minimum 4 EP)
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Gemini clones no longer zero out the main body’s EP on death
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Gemini clone delay in follow mode reduced to 8 frames (from 10)
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Gemini Laser knockback speed increased 50%
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Gemini Laser and Pluto Comet can not take a combo above 14 damage
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Hard uppercut damage reduced 4 -> 3
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Hard Knuckles will not turn around again if they deal damage
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Hard Dive hitstun extension dropped to 32 frames (from 40)
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Hard Punch (NS) now has 10 frames of hitstun extension
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Hard Punch now cancels into Uppercut as a combo
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Hard Punch is now a combo move
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Hard Punch hitbox is taller and lasts longer for the sake of deflections
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Hard Uppercut recovers faster on a whiff (15 -> 10 frames)
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Hard Grapple recovers faster on a whiff (35 -> 30 frames)
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Hard Knuckle animation shortened by 25%
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Hard Dive hitstun extension has been reduced back to its original 40 frames (from 68)
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Needle Dive hitstun extension reduced to 25 frames (from 30) and endlag increased to 20 frames (from 15)
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Special Snake max counts restored to 2 per snake
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Special Snakes now share a common cooldown of 40 frames
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Doc Grapple steals 3EP now. If the opponent runs out of EP while grappling it steals health instead. It normally does 0 damage on release, but if he takes health instead at any point, it does 3 additional damage. The hitbox has been shifted by 4px back into his body
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Doc Robot damage taken changed to -20% (from -10%), for 35 EHP
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Doc Robot extra armor removed on transformation
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Doc Robot Grapple speed increased 30%
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Doc Robot Metal Blade/Quick Boomerang now cost 0 EP
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Doc Robot’s Quick Speed can no longer be disabled, and it is 2x rather than 3x
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Pharaoh’s charged S1 now combos once thrown
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Skull resurrection minimum reduced to 5EP (from 6)
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Gravity Shot max count reduced to 4 (from 5)
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Gravity Bonk now cancels when going off the top of the screen
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Gravity Bonk cannot be initiated upward while offscreen
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Charge Charge is now a combo move
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Charge smoke hitboxes have been widened
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Charge NS can now be triggered during Charge Charge
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Charge NS meteor now has 8 frames of hitstun extension
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Charge Mega Meteor hitstun extension raised to 18 (from 12) to bring in more into alignment with similar moves
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Charge Mega Meteor now has 20 frames of hitstun extension
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Charge Man no longer has slide invulnerability during his dash
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Flame Pillars now spawn 20% faster
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Flame Long Jump EP reduced 3 -> 2
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Flame Pillar spawn 20% faster, has 8 added frames of hitstun extension, and duration has been extended by 25%.
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Flame Burst is now a 3+3 move with an instant second hitbox on landing to create the combo effect, and he envelops himself in the flames in the air before plunging, costing 6EP.
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Flame Blast and Flame Pillar hitstun extension increased to 15 frames
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Tomahawk HP has been reverted to normal
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Virtually all Tomahawk attacks have received adjustment to frame data, knockback, and hitbox placement
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Tomahawk NS1 does 3DMG (raised from 2)
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Tomahawk Feather Moves have a shared cooldown of 50 frames
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Tomahawk Smash attack properties have been changed - Tomahawk can now move during charge, the minimum charge time is set at 55 frames, and the wave now travels outward from starting point and deflects enemy projectiles
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Tomahawk Down Tilt now combos
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Sword Man damage taken changed to -25% (from -20%), for 38 effective HP
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Sword Man NS1 damage increased 3 -> 4
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Sword Man Dash Attack EP cost reduced 5 -> 4, and flames damage reduced to 3
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Sword Man Aerial Attack has 2 less frames of hitstun extension, has a 3 frame startup and has had its hitbox adjusted slightly
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Splash Woman move speed increased 10%
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Splash Woman has increased jump speed off of a spout
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Splash Woman’s Swipe hitstun increased by 12 frames and knockback has been reduced
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Splash Woman’s Stab (aerial down melee) hitbox comes out much faster. Move has been reduced to 3 damage (from 4)
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Splash Fish raised to 5 EP (from 4)
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Splash Woman can now ascend off the ground via slide button controls
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Magma Charge Shot charge time has been raised to 30/35 from 20/35
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Magma Erupt Pieces no longer get +1 damage during Magma Flame
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Magma Erupt now costs 4EP (raised from 3EP)
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Magma health reduced to 33 effective health (from 35)
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Magma NS raised to max 2 shots (from 1)
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Magma Flame Time raised to 300 frames (from 270)
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Magma Ignited NS now has 10 frames of hitstun extension
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Magma Erupt hitstun extension increased to 12 frames (from 6) and now produces two extra pieces from Magma’s head during Magma Flame
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Sheep Man cannot re-electrify for 35 frames via contact with electricity (timer starts upon electrification)
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Sheep Man lightning hitstun extension reduced by 20%
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Pluto Comet is now a drain move that costs 2EP on initiation and 1EP/7frames, and its hitboxes have been adjusted to be more accurate
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Pluto damage taken changed to +25% (from +40%), for 23 EHP
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Pluto’s homing shot has been altered to cost 1EP for 2DMG. Max homing angle change has been increased to 35 degrees (from 25).
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Pluto Comet Initialization has been changed to 3EP + a slightly lower rate of drain
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Pluto Comet can not take a combo above 14 damage
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Hot NS given 8 frames of hitstun extension
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Hot Shield lowered to 7 EP (from 10)
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Hot Shield duration reduced 55 -> 35
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Hot Mine reduced to 1 EP (from 2)
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Hot Aura EP/damage reduced 6/4 -> 4/3
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Cool Man Charge Shot now will combo
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Tark now takes 8% extra damage (26 Effective HP)
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Tark Cross EP increased 5 -> 6
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Tark Dash has +1EP cost and its length has been reduced to 30 frames (from 35)
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Katyusha aerial windup increased 3 -> 6 frames
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Katyusha grounded tornado windup reduced
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Katyusha grounded tornado cooldown reduced
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Katyusha’s aerial tornado has been moved to a down-input option with a 9-frame windup
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Katyusha Tornado capped at 1 Max onscreen
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Katyusha aerial, NS1, NS2, and rapid jab now force opponents away from her (rather than being based on the direction they face) and deal 50% knockback speed, keeping her opponents closer to her during the combo
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Katyusha aerial NS windup reduced 6 -> 3 frames
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Katyusha’s rapid jab adjusted to make it easier to land all four hits of the combo
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Met Train will do only 3 damage until it opens, and damage reduced to 4 while open (from 5 always)
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Met Man armor reduced 10% -> 5% (32 -> 30 Effective HP)
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Met Train now has a 35 frame delay on opening upon landing
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Met Man pose no longer grants him intangibility prior to deflecting shots
Minigame Changes
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A slew of new enemies have been added to elevator mode!
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Screw Bomber
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Blader
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Crazy Razy
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Big Eye
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Blocky
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Mechakkero
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Giant Springer
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Peterchy
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Walking Bomb
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Parasyu
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Rembakun
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Fire Totem
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B-Bitter
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Cocco
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Pukapelly
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Skull Walker
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Pointan
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Deflections on the Skullmet and Cannon enemies have been improved
-
Potton has a new color scheme it can randomly choose on spawn
-
All Star mode’s final stage is now Proto 1 rather than Proto Boss
-
Charge Charge now passes through Boobeam doors
Elevator Balance Changes
-
Health items can no longer get stuck inside the walls in Elevator Mode
-
Shotman contact damage has been increased 2 -> 4
-
New Shotman HP has been reduced 12 -> 8
-
New Shotman’s time between horizontal shots has been increased 20 -> 30 frames
-
New Shotman’s behavior has been changed to better match MM3
-
Junk Golem HP has been increased 8 -> 12
-
Junk Golem block spawn time has been reduced 160 -> 120 frames
-
Komasaburo HP has been reduced 20 -> 12
-
Komasaburo contact damage has been increased 3 -> 6
-
On their initial jump, the Croaker’s Petit Croakers don’t go out as far
-
Met Train now opens up regardless of if the player is above them or not
-
Shrink now spawns higher
Mods/fixes
-
P1 can now be set to CPU while selecting other CPU players
-
Backing out of a CPU color choice now cancels the color selection, rather than removing the character
-
In squad mode, player slots now default to different squad colors, rather than all defaulting to blue. The selector also matches the squad colors
-
Player hurtboxes now appear during practice mode when hitboxes are turned on
-
Gemini Laser, Air Tornado and Spark Attacks are now whitemasked
-
Melee attacks now freeze enemies in place, making it easier for melee characters to battle them
-
Ice projectiles now freeze enemies in place! Enemies briefly flash blue when frozen
-
Weapons that survive after destroying an enemy now have that behavior applied to when they destroy summons as well
-
Infinite sliders now cancel their slide immediately after the button stops being held (previously it was performing the full slide length after release)
-
Melee combos now break super armor - the second hit will trigger hitstun
-
Multihits no longer trigger orange sweat, but it still makes a bigger noise when connecting
-
Ring Boomerang can now recover items, as it does in the Gameboy game!
-
Charge Charge is no longer canceled by pressing S1 a second time to prevent misinputs
-
Wood Stage 2 has been restored to its former glory
-
Gemini Boss spawn positions have been rebalanced for P1/P2 matches
-
Shadow Boss now has enemies appear with hazards on!
-
When a melee weapon doesn’t affect a player due to shield use (Proto, Diamond), the weapon now makes a ping sound
-
Item 2 now behaves like it does in the NES, where players do not get stuck to it
-
Skull Man Boss Room has been renamed to Skull Man 3
-
Gravity stage hazard reversals are now permanent
-
Pluto 3 has been renamed to Pluto Mini Boss
Bugs fixed
-
Online matches will no longer disconnect during the post-Gamma block minigame. This also resolves occasional disconnects after the match ends if the winner respawns
-
Certain Mega weapons now correctly get the +1 buff
-
Mega2/Mega3 now show up properly in the replay list
-
Mega’s angled Proto shield now directs all shots properly
-
Rush Marine no longer crashes on spikes
-
Crash Bombers now behave properly during the Yellow Devil II fight
-
Snake skins now properly show up on minigame victory screens
-
Skull Man no longer resurrects when forfeiting online
-
Charge Mega Meteor spawn locations now consider if a stage is widescreen
-
Sword NS2 is no longer cancellable during the attack with a dash attack, only during cooldown
-
Boss Mode “ForceKnockback” crashes have been resolved for Mecha Dragon spawn-in and Gamma small blocks
-
Practice mode now properly handles players getting crushed
CPU Changes
-
AI has been updated for many characters to be more effective
3.0.4
Mods/Fixes
-
Skull Cage now affects enemies!
-
The balanced/tourney stage lists have been updated to reflect the latest tournament ruleset
Bugs Fixed
-
Hitstun cancel bug has been resolved that was causing short-hitstun attacks to be more quickly
-
Elevator now spawns all enemy types on stopped floors, not just walk-on enemies
-
A crash caused by AI in Survival Mode has been fixed
-
Characters who can gain aerial speed now properly lose that aerial speed after grabbing/releas
-
Air Man can now grab ladders out of his air dash
-
Hard Man, and Flame Man can now grab ladders out of long jumps
-
Shadow Man can no longer trigger a wall cling while climbing a ladder against an adjacent wall
3.0.5
Bugs Fixed
-
The Green Screen stage now properly cuts off music when exiting the stage
-
Junk Golem no longer freezes if his block gets deflected/broken before it gets to him
-
Character colors properly reset when getting a gameover in Score mode
-
Yellow Devil II ‘forceKnockback’ crash has been resolved
-
Destroying Wood Man’s chicken out from under him no longer crashes the game
-
Magma Man can now teleport properly after using Magma Flame
-
Skull Cage centers on Hammer Joe better
3.0.3
Enhancements
-
Replays now work for Boobeam, Survival, and Elevator modes!
-
Replay folder access (via Windows Explorer) now highlights your selected file
-
Skull victories animations have been added! We have two animations - one for when Skull ends the match alive, and one when he ends the match in his resurrected state
-
When loading a character select screen, holding 1-9 will select MM1-9 themes, respectively. Holding 0 will select MM10, and holding V will select MMV. Note that default P3 keyboard controls may need to be changed to use this function
-
Alpha Tools have been enabled for public releases. Hold F11 at the main menu to activate. Alpha tools will be posted in the Discord (join us with the link at the top of the site!). This mode is disabled for online play.
-
Mega Man now has access to Ring Boomerang!
Balance Changes
-
Small adjustments (1-2 frames) have been made to hitstun to accommodate moves that are intended to combo under normal spacing but presently can be hitstun canceled (Gemini Laser, Metal Homing Blade, etc)
Flame Man’s hurtbox has been reduced in size to more closely match his crouching during his Flame Pillar, which will give him more protection from the pillar directly in front of him
Mods/Fixes
-
Online Lobbies will now remember your last settings for Stage and Blind Picks
-
Corrupted save files are now detected and deleted when the game is launched, which will prevent the need to manually delete the corrupted file in order to play the game
-
Pit/Spike covers are now considered part of the floor for the purposes of weapons like Metal Conveyor and Freeze Glaze
-
In practice mode, players now go through normal hitstun when running out of health and regenerating
-
Players can now initiate high jumps out of slides
-
E-tanks will no longer be consumed if health is full
-
“Replay Too Long” messages no longer display if a replay wasn’t going to save anyway
-
Playing All-Star or Survival no longer sets the cpu difficulty to normal for all modes
-
Several Mega power inputs have been updated to take gravity into effect
-
Mega Stage 3 (Auto’s Workshop) now has a hard ceiling for reverse gravity
-
Proto’s Charged shot has been reset to more closely align with the sprites in-game and also have a more accurate hitbox. This will feel very different from the current way it functions.
-
Rush/Proto Jet can no longer be summoned offscreen
-
Rush/Proto Jet summons now only bump up by 8 pixels when summoned on the ground, making it harder to summon outside of jumpable range while jump-summoning
-
Rush Jet now sinks if 3 or more people are riding on it, or if any passenger is heavy
-
Rush Marine is now susceptible to weapon effects such as Doc’s NS drain and Skull Cage, but it remains immune to debuffs such as Ice and Weakness
-
Bass now bobs while hovering
-
Snake Bite has been remapped to S1 while sliding
-
Snake Man’s directional inputs now take gravity direction into account
-
Shadow Man does not need to hold into a wall anymore to grab it so long as he is adjacent
-
Shadow hurtbox is now better adjusted while clinging to walls
-
Drill Bomb now detonates properly on opponents and enemies
-
Skull Resurrection animation has been sped up by 20%
-
Charging Freeze Icicles now extends the time the icicles freeze opponents, max 40 frames of extension
-
Tomahawk Man is now invulnerable to enemies during certain frames of his Jab, Smash and Slide Attack
-
Freeze Wave no longer leaves a glaze block on Gallop
-
Splash Trident is no longer reflectable, matching its deflection properties
-
Splash Woman can now use Fish during shoot delay. Before it was confusing as to why fish would just sometimes not come out and it did not have any gameplay value.
-
Splash Woman can now rise and fall while her spout is frozen by holding the slide button and pressing up and down
-
Sword Man is now invulnerable to enemies during certain frames of his NS 1 and 2
-
Sheep platforms stay out 50% longer when charged up
-
Pluto is now invulnerable to enemies during his Break Dash
-
Pluto “Slide Attack” has been converted to a normal Comet attack. Pluto can now combo all comets together. Slide can no longer be wavedash-interrupted.
-
Pluto sliding attacks now force a player out if they run into a dead end, and Pluto cannot manually change direction during the slide
-
Pluto now triggers attached Crash Bombers when initiating a comet
-
Pluto Stage platforms now only fall when hazards are on
-
Pluto Comet now proceeds off an edge in the direction of the move's initiation
-
A second, rising Pluto comet can be triggered simply by pressing S2 again during a grounded Comet, which makes for much easier combo linking
-
Pluto Dash now ends in a wall cling if it hits a wall
-
Pluto Comet (grounded) can be canceled with a jump for a faster air speed
-
Pluto hurtbox is now better adjusted while clinging to walls
-
Hot mines now detonate on bosses and enemies
-
Hot mine explosions now align properly where the detonation occurred
-
Met Man’s directional inputs now take gravity direction into account
-
Met Man squad colors have been aligned to other characters
-
Tark Dash can now be used in the air, and it will also continue off of platforms
-
Tark colors now properly cycle in hitstun
-
Katysha can no longer slide/wavedash out of slash attacks, thus preventing infinite combos
-
MM5 letters now fill EP gauge on collection, matching MM5 behavior
-
Stage previews have been updated to better reflect stage layouts
-
Online menus can now be canceled by pressing the shoot button on a gamepad
-
The animation used for the pause menu has been sped up
-
Move lists and tips have been corrected where inaccurate
Boss Mode Changes
-
When playing Boss Mode with multiple players, dead players will now respawn if one person successfully makes it to the boss. But this comes at the cost of a small time penalty, so try to stay alive!
-
The Boss victory screen now lists damage taken if the player hasn’t died
-
The health filling sound effect is now properly paused during time stopper
-
MechaDragon block no longer falls for Sword Man, now behaves similar to other melee characters
-
Wily Machine 3’s second phase now properly hurts players again
-
Freeze glaze on Gamma platforms no longer results in phantom solids that hold up the falling blocks at the end
Minigame Changes
-
Score Mode can now be restarted from the beginning at any time (similar to Boss Rush and All Star modes)
-
Boobeam victory screen now properly shows previous scores on game over
-
Various Met Enemies have been added to Elevator Mode
-
Enemy shielding deflections have been made more accurate, especially with regard to vertical projectiles
-
Nutton can no longer be prematurely destroyed by summons
-
Bomb Flier no longer skips its cloud dissipation sprite occasionally
-
Pierobot Gear no longer loses gravity while falling if its Pierobot dies
-
In Elevator mode, the game should no longer go to the next floor while there is an enemy spawner on the field
-
Bass/Wood/Freeze/Magma/Met NS are now based on shot counts in non-versus modes, rather than timers. Spark NS timing has also been sped up in these modes
-
Gravity Man can no longer stand on the upper corners of Elevator Mode
-
Bunby Catcher is now able to turn around
-
Skeleton Joe now properly faces its target
-
All Star Mode now correctly identifies a game over if the player loses their last stock after clearing a stage
-
Playing All Star Mode no longer resets the CPU difficulty in the main game settings
Elevator Mode Changes
-
Time between enemies spawning extended 75 -> 85 frames
-
Croaker HP reduced 20 -> 10
-
Nutton no longer does damage to players while spawning in
-
Junk Golem HP has been reduced 12 -> 8
-
Junk Golem’s Junk Block HP has been reduced 8 -> 4
-
Junk Golem no longer throws a block immediately after landing
-
Hari Harry HP has been reduced 12 -> 8
-
Flying Shell contact damage reduced 2 -> 1
-
Mummira contact damage reduced 8 -> 6
-
Mummira projectile damage reduced 6 -> 2
-
Mummira's behavior has been changed to better match MM4
-
Hothead HP reduced 12 -> 10
-
Hothead's behavior has been changed to better match MM2
-
Met Bulldozer contact damage increased 2 -> 4
-
Met Bulldozer HP reduced 12 -> 6
-
Returning Sniper Joe HP reduced 12 -> 10
-
Robbit HP reduced 20 -> 10
-
Pipi contact and egg damage increased 2 -> 4
-
Pierobot Gear HP reduced 8 -> 4
-
Met Train should no longer shoot before entering the screen
Bugs Fixed
-
Characters with armor can no longer (rarely) gain greater than the max health
-
Wavedashing while blinking no longer keeps the character’s eyes closed
-
Weapons that can be destroyed (Homing Top, Splash Fish, etc.) will now destroy each other on impact, rather than one instance surviving
-
Proto Man now gets hit out of time stopper correctly if he was holding shield
-
Proto Shields/Jets continuously reflecting projectiles between them no longer lags the game
-
Tango no longer disappears at the edge of widescreen stages
-
Treble is now affected by time stopper, as with other summons
-
Rush Jet no longer drags characters who are on the ceiling
-
Rush Jet and Proto Jet can no longer be duplicate-summoned after the owner dies
-
Mega’s standing behavior with Proto Shield has been fixed to not allow tip-toeing
-
Mega Stage 3 (Auto’s Workshop) now properly cycles background/music
-
Auto’s Workshop replays now properly reflect item delivery order seen in the match
-
Bass normal shot bursts now behave properly, longer bursts are no longer possible
-
Bass Transformed can no longer use dash to get off the top of the screen
-
Bass’ color no longer glitches if he touches Treble after freezing at match end
-
Bass no longer clips when flying into solid platforms (e.g. Air Demons, etc.)
-
Quick Deflect no longer activates while Quick Man is in hitstun or frozen
-
Quick Deflect and speed changes no longer drain EP in power gear mode
-
Flash Man can now jump off Rush Jet if he stops time while riding on it
-
Wood Man riding Atomic Chicken now has the proper collision box size
-
Wood Stage 1’s Atomic Chickens no longer stop spawning if a ridden chicken is released off the right side of the stage
-
Leaf shield no longer causes crashes in power gear mode
-
Needle Man’s homing shot now properly handles a time stopper interruption
-
Needle Noggin now properly detects falling players in reverse gravity
-
Magnet Push/Pull can now be used infinitely in Power Gear mode
-
Gemini Man Leap properties fixed in reverse gravity
-
Gemini Clones now respect maximum health settings
-
Hard Long Jump now consumes the correct amount of EP
-
Hard Grapple victims now properly bounce off the edge of widescreen moving stages
-
Top Man can no longer pick up tops while in hitstun
-
Search Mamba now leaps into the air in reverse gravity
-
Spark Man’s tummy no longer shoots giant sparks periodically
-
Spark Man’s hitspark has been adjusted while charging EP
-
Shadow Man can no longer immediately follow up his Large Blades with a NS while grounded
-
Doc Robot’s grab hitbox is no longer active if he gets frozen
-
Doc Robot can no longer wavedash while using Flash Timestopper
-
Drill Bomb no longer crashes the game in certain circumstances
-
Skull Man is no longer affected by Magfly during resurrection
-
Skull Cage has been adjusted to better handle weapons that were passing through it
-
Skull Cage no longer occasionally deflects Crash Bombers rather than reflect them
-
Gravity Bash knockback direction is now consistent
-
Gravity Man no longer suffers EP regen loss when flipped by a stage element instead of his own power
-
Gravity stage flippers no longer trap players when they attempt to teleport out at the end of a match
-
Gravity reversal now properly affects the vertical knockback for certain attacks, such as Air Rising Tornadoes, Hard Uppercut, etc.
-
Flame Pillars now properly move with moving platforms
-
Flame Boss stage mets now properly appear when hazards are on
-
Tomahawk Man can now use feathers in the air if up is being held
-
Flame Pillars on walls now deflect projectiles
-
Flame Pillar no longer crashes if used on a platform that then disappears
-
Flame Man no longer sometimes gets stuck in a landing animation after a long jump
-
Freeze Cracker -> Wave infinite combo has been removed, players can no longer be frozen again until they have recovered from hitstun
-
Freeze Glaze no longer affects players who stand in front of it, rather than standing on it
-
Freezing attacks no longer inflict a permanent inability to shoot in certain circumstances
-
Freeze Glaze operates better on scrolling stages, behaving correctly when interacting with ladders, Spark lift platforms, and general looping
-
Sword Man’s hurtbox extension on his NS1 now shifts properly when facing left
-
Sword Man no longer loses his climb-attack capability if grabbing a ladder after an aerial attack
-
Sword Man can now ride the Crash 2 platform without getting pushed off by the ceiling
-
Sheep Lightning damage now attributes to the correct player
-
Sheep Thunder Wool and Cloud Strike are no longer pushed by jumpthrough platforms
-
Sheep Cloud Strike now cancels properly after grapple interrupts
-
Pluto can now jump out of Pluto Comet properly while holding down
-
Pluto Stage 1 platforms better handle grounded weapons passing over them
-
Pluto Stage 2 platforms behave better as players walk across them
-
Hot Man can no longer regain control after a mine jump by activating his aura/shield
-
Hot Man now safely bounces off mines that are stuck to spikes
-
Met Low Shot animation now correctly pauses in Time Stopper
-
Katyusha motorcycle animation no longer breaks through screen/gate transitions
-
Katyusha can now use her aerial NS while holding up or down
-
After-image code fixed to allow certain states to work (e.g. Pluto grounded comet)
3.0.2
Enhancements
-
The MM8 Boss theme has been updated by Melody Man!
Mods/Fixes
-
Quicksand no longer affects players in reverse gravity
-
The online lobby/stage select have been locked down to P1 controls
-
Bass can no longer hover above the screen, which prevents him from unleashing unseen laser strikes
-
Gravity Man can now use Gravity Bonk off a ladder
-
Pluto Dash input mechanics have been more stabilized to work with both Down+Jump and Slide Button inputs
Boss Mode Changes
-
Bosses no longer trigger a freeze if they are killed by a freezing attack
Minigame Changes
-
Elevator Mode has been tweaked to not spawn the same enemy twice at a time in most situations
-
Item locations have been tweaked in the All Star relief room to make it easier not to accidentally grab an item
-
Pipi Minis no longer stack their damage if hitting a player on the same frame
Bugs Fixed
-
Desync issue removed, online play is fully functional again
-
Replays now correctly show a shiny Mecha Dragon if found
-
Online matches no longer softlock when a match ends with a player actively respawning
-
Getting flung into spikes with reversed gravity is more consistent with flipping characters around
-
Snake Man’s slide invulnerability now matches other characters (10 frames)
-
Doc Robot’s Heat Barrage and Hot Mine now behave properly in reverse gravity
-
Flame Man can now use his single-shot Flame Pillar in the air while holding down
-
Sword Man no longer retains super armor after landing from a dash jump
-
Sword Man no longer survives riding the Met 2 platform down into the pit
-
Magma erupt up/down directionals have been adjusted to match gravity direction
-
Magma puddles now land properly on top solids (Wood 2, etc)
-
Pluto’s reduced armor is now properly calculated
-
Pluto no longer loses 1EP for jumping normally while holding down
-
Katyusha’s shield shimmer now works in reverse gravity
3.0.1
Minigame Changes
-
Survival victory screen now reports damage dealt rather than damage taken, since the damage taken is always the same
Bugs Fixed
-
Fixed a desync issue involving Mega powers that affected online matches and replays
-
Gamma blocks now fall properly on the right side
-
The move list now functions properly when OCs are disabled
-
Fire Telly’s shots no longer occasionally get stuck in the burst part of the animation
-
Hot Head’s shots and Mummira no longer crash Elevator Mode
-
Flame Man now behaves properly if hit with electric stun while using Flame Burst
-
Pluto no longer gets stuck in place if gravity gets reversed while he is crouching
3.0.0
Enhancements
-
A slew of new arrivals is here! Bass, Ice Man, Skull Man, Gravity Man, Flame Man, Freeze Man, Sword Man, Magma Man, Sheep Man, and Pluto have all joined the arena!
-
Mega Man now has two new styles of play - MM2 and MM3! Select the style after picking him on the character select screen.
-
Mega Man now has his own stages! The old Proto 1&2 are now Mega 1&2. Mega Boss is Auto’s Workshop - where Auto will deliver items randomly throughout the battle! Proto stages 1&2 are new as well.
-
Minigames have arrived!! Boobeam, Elevator, Survival, and All Star modes are here, and they’ve been placed into a Minigame menu along with Score Mode.
-
Boobeam: Can you escape the Boobeam trap with a limited ammo supply? Just like in the NES game, defeating this boss will take careful planning. The more EP you use, the more you’ll be penalized.
-
Elevator: Take on a slew of enemies as you aim for the top! What’s the top level, you say? There isn’t one! See how many floors you can ascend before the enemies overtake you. This mode can be played with friends - local and online!
-
Survival: How many opponents can you defeat before they overwhelm you? This mode starts out slow but ramps up quickly. Aim to defeat as many as possible!
-
All Star: Battle every robot master in reverse order, and take the time to heal between rounds. But don't use those power-ups too soon! Can you defeat them all?
-
An option has been added to remove boss hit/death flashing. This appears on the main options menu. To make room for it, the global pause option has been moved to the controls menu
Music Updates
-
New MMA Battle and Select themes have been added, composed by Chips n’ Cellos! The MMA Battle theme plays for Hot, Cool, Met, and Tark stages (Kat still plays the MM4 theme). The MMA Select theme is random and plays at character select.
-
MM7 and MM8 demake songs have been added, thanks to scunsion! This includes intros, battle music, victory jingles, and weapon gets. Scunsion also created the Bass and Sword Man themes.
-
Freeze Man’s theme, along with MM7 and MM8 stage select, have been added thanks to Melody Man!
Snake stages now have a 50% chance of playing the Snake Man remix made by Chips n’ Cellos for the Snake Man reveal trailer! -
MrKyurem’s “Can’t Beat Air Man” NSF has been added to the game! There is a 10% chance that this music will load on any Air Man stage when Stage music is selected, and a 50% chance that it will load on the victory screen if Air Man won.
Online Changes
-
The online lobby now has an option to change controls
Boss Mode Changes
-
A strange Mecha Dragon has been spotted! The odds are low of finding him, but once in a “blue” moon a colorful version of the boss will appear.
-
Bosses can now be ice frozen! If a weapon causes the Ice Freeze debuff, it will freeze a boss in place for up to 2 seconds, or until it takes 2 hits.
-
Weakspot deflections are more accurate for certain moves (like search snakes)
-
The time required to hold S1+S2 for a salty runback has been decreased
Mods/fixes
-
Players are now immune to taking hits from enemies and bosses while using attacks where the characters use their bodies as a hitbox. Note that enemy projectiles can still hurt characters in this state, this is just so they don’t have to trade hits with the enemy itself.
-
Players now respawn after a match is ended when they have more stocks, even if it’s just to warp in and warp back out
-
The move list now has a legend that explains the icons
-
EP Debuffs now end when EP = 0
-
Electric Debuffs globally reduced to 40 frames in length (from 52)
-
Mega’s charge kick now only activates with S1, not automatically on slide
-
Metal Man can no longer destroy conveyors, and can place them on ceilings now!
-
Air 1, Air 2, Spark 2, and Tomahawk 1 are now widescreen stages
-
Snake Bite is now activated by pressing the slide input a second time, rather than the attack button. This is to prevent mid-inputs while attempting to shoot when the slide finishes
-
Deflecting (pinging) projectiles are no longer destroyed by Homing Tops and Splash Fish
-
Destructible enemy projectiles (TeleMet Shot, Tama Yarn, etc) are now instantly destroyed by shield weapons
Balance Changes
-
Proto Man charge shot has been moved out further from his body to reduce overlap
-
Tango EP increased 6 -> 8
-
Mega Man has new weapons available via Eddie! Watch for Drill Bomb, Water Wave, and more!
-
Mega Man charge shot spawns closer to his body. He still cannot hit a normal-sized opponent while overlapping them.
-
Mega Man can now trigger Eddie to make two deliveries on one spawn. If Eddie delivered a power, press S2 to deliver an item. If Eddie delivered an item, press S2 to deliver a power.
-
If Eddie delivers a large weapon energy, he now delivers two in rapid sequence. This is because Eddie costs 10 EP to spawn, so the first energy recovers the Eddie cost, and the second is to give Mega an EP boost.
-
Eddie items are now delivered in a set order, removing any RNG element. The order is small health, small health, large weapon (2x), small health, small health, large health. This is tracked throughout the match, meaning that the power is tracked across stocks.
-
Eddie can no longer spawn the same power twice in a row
-
Eddie can no longer spawn a current opponent’s power (e.g. if Mega is fighting Flash Man, Eddie will not spawn Time Stopper)
-
Mega Man’s Fire Storm EP increased 2 -> 4
-
Mega’s Rolling Cutter EP increased 3 -> 4
-
Mega’s Power Stone now deflects weapons
-
Mega’s Power Stone EP reduced 5 -> 4
-
Cut Man’s Rolling Cutter no longer homes back to him between stocks
-
Cut Man’s standing slash hitbox now better covers his body. It still will not hit a directly-overlapping normal-sized player.
-
Metal Man can now interrupt his shoot animation with a homing shot while airborne
-
Metal Man Cone Blade release duration reduced 10 -> 6 frames
-
Metal Man Conveyor EP reduced 3 -> 2
-
Air Man now has an aerial backdash on his slide button for 3 EP
-
Quick Homing Boomerang has had its knockback length and invul time reduced
-
Quick Man armor reduced 10% -> 20% (24 effective HP)
-
Quick Man’s deflect now consumes 1 EP per hit (from 0)
-
Flash Man can now aim his grounded gatling attack up
-
Heat Man charge time increased from 50/90 to 60/110 frames
-
Heat Barrage distance reduced
-
Wood Man armor increased 20% -> 25% (38 effective HP)
-
Wood Man normal shot is now timer based, rather than max onscreen shots
-
Leaf Shower is now faster to use
-
Leaf Shield now deals +10 frames of hitstun, but only for Wood Man (not for the Megas)
-
Leaf Shield EP increased 8 -> 9
-
Remote Crash Bomber EP reduced 5 -> 4
-
An attached Remote Crash Bomber now detonates if it contacts a regular Crash Bomb explosion
-
Needle Cannon hitstun and invulnerability induced have been reduced by 5 frames
-
Needle Man Dive Hitstun increased by 20 frames
-
Needle Man Dive Endlag reduced 25 -> 15 frames
-
Needle Man grounded stab extended by 2 pixels
-
Magnet Man Magnetize’s EP drain rate has been increased by 50%
-
Magnet High Jump EP has been increased 1 -> 2, but it retains a cost of 1 EP to use out of Magnetize
-
Magnet Man’s super armor has been removed from Magnetize once it begins
-
Gemini Laser can only combo off itself for a total of 4 hits. Note that these four hits can still be combo’d off a normal shot for a total of 14 damage.
-
Gemini Man slide speed with a clone increased to 3.5 (from default 2.5)
-
Hard Man armor increased 25% -> 30% (40 effective HP)
-
Hard Uppercut damage increased 3->4
-
Hard Uppercut now goes 50% further
-
Hard Uppercut now has less endlag if missing an opponent
-
Hard Uppercut now launches opponents lower
-
Hard Grapple damage reduced 6 -> 5
-
Hard Grapple active hitbox time has been reduced 15 -> 5 frames. The overall length of the attack has not changed.
-
Hard Knuckle damage increased 2 -> 3
-
Hard Knuckle startup and endlag have been shorted (Start-up: 20 -> 16 frames, Endlag: 40 -> 32 frames)
-
Hard Knuckle now has a per-phase travel limit, meaning it can no longer go all the way across the stage before turning around for the first time
-
Hard Dive now deals increased hitstun to opponents (40 -> 68 frames)
-
Hard Man’s aerial speed during a regular high jump has been slightly increased
-
Top Spin cost has been raised by 1 EP (to 4 grounded, 5 aerial) and lowered to 3 damage (from 4)
-
Top Spin invulnerability now starts on frame 2, allowing Crash Bombers to deal damage if attached
-
Top Spin no longer has a hitbox while stationary, only a deflect box. The hitbox is created when he begins to move.
-
Top Spinners decelerate 25% faster after hitting the ground, and they fall 50% sooner once stopped
-
Doc Robot can now change weapons during his spawn animation
-
Doc Robot normal shot now gives him the EP drained from his opponent
-
Snake Mamba/Viper/Python now have the combo attribute and thus can apply during hitstun. Their life timers have all received some minor adjustments as well.
-
Snake Defense debuff magnitude reduced to 1.5X from 2X
-
Snake EP Debuff has been standardized to 3 EP drained
-
Snake Mamba/Viper are now destroy-type weapons, meaning they disappear on hit
-
Snake Mamba/Viper are now max 1 onscreen at a time
-
Snake Mamba EP increased 3 -> 4
-
Snake Mamba will now turn around twice, but it takes longer to do so
-
Snake Glider damage increased 2 -> 3
-
Snake Glider EP increased 1 -> 2
-
Snake Bite startup time and endlag have been decreased 50%
-
Spark Man now has 10% armor (32 effective HP)
-
Spark Man’s charge rate improved from every 21 frames to every 18 frames
-
Spark Man’s Giant Spark no longer deals damage until he throws it, eliminating the window during which the Giant Spark can hit for less damage
-
Spark Man’s Giant Spark electric combo now yields the full 30 frames of invincibility
-
Spark Man normal shot is no longer as spammable in Power Gear
-
Shadow Man armor reduced to -10% (26 effective HP)
-
Shadow Man fast fall now costs 1 EP
-
Pharaoh Wave’s max release point has been reduced to 50 frames. The release window was reduced to 10 frames.
-
Pharaoh Punch active time and recovery reduced from 15 frames to 10
-
Tomahawk Man armor changed to +5% (30 effective HP)
-
Tomahawk Man’s walking speed increased 5%
-
Tomahawk Man’s third jab has been sped up by 3 frames
-
Tomahawk Man now has a deflectbox on his uptilt
-
Tomahawk Man’s downtilt now knocks opponents into the air
-
Tomahawk Man’s downtilt’s range has been extended
-
Tomahawk Man’s slide attack now comes out on frame 1, and its initial range has been extended
-
Tomahawk Feathers now deal 10 extra frames of hitstun
-
Tomahawk Smash Wave will no longer outprioritze the Smash attack itself if they are directly overlapping
-
Splash Woman now falls back to the ground when not “frozen” via a down-press or having reached the top of her spout
-
Splash Stab received a 2px hitbox size expansion in both directions
-
Splash Trident Swipe had some adjustment to its hitboxes
-
Hot Man now has a new S1 move - the Hot Mine! If a player touches a hot mine, it will detonate and deal damage. If Hot Man himself touches a mine, it will launch him forward.
-
Hot Aura is now S2, and Hot Shield is now Down+S2
-
Hot Aura duration reduced 120 -> 65 frames
-
Hot Shield duration reduced 120 -> 55 frames
-
Cool Icicle now has an 80 frame cooldown
-
Cool Block now deflects projectiles
-
Cool Block now detonates on first contact with player
-
Cool Block damage decreased to 3, or 4 after kick
-
Met Man spread shot spacing timer has been reduced by 10 frames (to 55)
-
Met Man multihit damage reduced 6 -> 4
-
Met Pickaxe is now a combo attack while falling
-
Met Pickaxe angles have been tweaked for better control
-
Met Heli Contact Damage has been increased 1 -> 2
-
Met Heli summoning origin shifted higher
-
Met Train no longer auto-explodes when connecting with Charge Charge
-
Met Train is now unsummoned by pressing down+S2, rather than just S2
-
Tark Dash speed increased to 3.5 (from 3)
-
Tark charge shots have 6 extra frames of hitstun
-
Tark dash hitbox now has 10 extra frames of hitstun
-
Katyusha can no longer hold rapid jab infinitely, and the move only gets four distinct attacks
-
Katyusha motorcycle initial EP increased 2 -> 3
-
Katyusha motorcycle initial transformation has been sped up to match the ending transformation (18 frames)
-
Katyusha transformation invincibility is now better aligned with her white frames
-
Katyusha now keeps her walking momentum when transforming while grounded
-
Gallop hitbox has been raised to match the sprite
Changes to Hitstun Canceling
-
The minimum window for Hitstun cancels has been increased from 5 -> 8 frames. Since a player cannot act on the first frame out of hitstun, this means that a player’s first actionable frame after taking a hit is Frame 10
-
Hitstun Canceling no longer works by mashing the button. Anytime the jump button is pressed, it locks out a hitstun cancel for the next 10 frames.
-
Hitstun Canceling can now be activated inside the first 8 frames of a hit, but the recovery is delayed until frame 8. As such, a player is no longer punished for hitstun canceling too early, but the benefit is the same as if it was canceled on frame 8 of the hit.
-
CPUs will now randomly use hitstun canceling. The harder the CPU difficulty, the more consistent it will be
-
CPU hitstun canceling options have been made available in the practice menu. The CPU can be set to never hitstun cancel, perfectly hitstun cancel, or randomly hitstun cancel
Bugs Fixed
-
Replays can now be paused when P1 is a CPU
-
The Replay Lobby no longer show Mega Man if a replay is highlighted that features a secret character, when the secret characters are disabled
-
The Replay Lobby now properly shows Snake Man skins
-
Certain player animations have been corrected when going through boss gates, especially in multiplayer mode when multiple players are up against the gate
-
Score Mode no longer softlocks if the CPU is destroyed on the same frame you die
-
Characters without a slide can no longer wavedash out of hitstun with the correct timing
-
Summons can no longer deal damage to other summons while teleporting in
-
Proto Jet can no longer be shot out from under a rider, this was unintentional behavior
-
Proto Jet reflecting Bouncing Bubbles no longer crashes the game
-
Reflecting Mega Man’s search snakes no longer changes their color
-
Reflecting Laser Trident with Proto Shield no longer creates a phantom hitbox that can hurt Proto Man
-
Mega/Proto can no longer summon a second Jet if they die/respawn and their previous one is still alive
-
Cut Man no longer loses EP if he starts a Cut Slash but doesn’t finish
-
Quick Man now properly deflects Crash Bombers when in slow mode
-
Crash Bombers no longer pass through Homing Tops
-
Crash Bombers no longer detonate where TeleMet (on Met Stage 1) is about to spawn
-
Crash Bombers are no longer white when deflected
-
Flash Man can no longer trigger a wavedash while using Time Stopper (required slide setting be down+jump only)
-
Leaf Shield now works properly in Power Gear mode
-
Magnet Man’s Magnetize can now be used on Rush and Proto Jet
-
Shadow Man no longer passes through Rush/Proto Coil while fast falling
-
Doc Robot’s high jump now works properly if he jumps out of certain attacks
-
Pharaoh Man can no longer fire normal shots while being held by Doc Robot if grabbed while charging a Wave
-
Charge Man can no longer trigger a wavedash while using Mega Meteor (required slide setting be down+jump only)
-
Tomahawk Man’s uptilt now properly removes him from Rush and Proto Jet
-
Splash Woman’s move list now correctly lists her fish damage and EP
-
Tark Cross and Dash EP consumption were accidentally swapped, this has been corrected
-
Tark Cross shots no longer remain in a phantom state after getting destroyed while still onscreen
-
Katyusha aerial tornadoes now work properly in Power Gear
-
Various characters’ head icons have been tweaked
Stage Changes
-
Crash Boss and Doc Boss are now the only flat stages on the Balanced list
-
Wily Boss has been added to the Balanced stage list
-
The starry background has been removed from Wily Boss when hazards are disabled
-
Snake 1 and Wood 2 have been removed from the Tourney stage list
Bugs Fixed
-
Players can no longer trigger a slide buffer by holding jump on landing, and then subsequently pressing down
-
Eddie now properly delivers his item to a respawned player if they die before he releases it
-
Cut Shurikens can no longer get stuck above the stage on Proto Boss
-
Flash Gatling, Time Stopper, and Leaf Shower can now all be used on Rush Jet
-
Hard Man uppercut and grapple now behave properly on Rush Jet
-
Hard Man can no longer occasionally get locked out of shooting after getting shock stunned
-
Hard Grapple victims are now frozen properly in time stopper
-
Katyusha Shield now absorbs Homing Tops and Splash Fish
-
Summons no longer spawn above Wily Boss
v2.1.2
Enhancements
-
The replay lobby now has an option to delete all replays from prior versions, since those replays cannot be played. This option will not delete named replays, so naming a replay is a great way to save your favorites, which can still be watched when launching an old version of the game
Online Changes
-
Replays now work when a player forfeits! The player will forfeit in the same way during the replay.
-
Several sources of desyncs have been found and eliminated
-
Gamma block-fall sequence should no longer disconnect players during it
Boss Mode Changes
-
Pausing after initiating the teleport in WM2 should no longer result in a softlock after the transition.
-
Boss weak points have been made more accurate for certain weapons (especially Search Snake, among others)
Mods/fixes
-
Upon returning to the Replay lobby, the just-played replay will still be highlighted (rather than the cursor returning to the top of the menu)
-
If an NSF file cannot be found, the game no longer crashes, but instead does not play any audio
-
The Met 2 platform now starts fully risen when hazards are off
-
The “Gamepads Ignored” setting is now remembered between game sessions
-
When Random Music is selected, Score Mode will now randomize between matches, not just once for the entire playthrough
-
Rush and Proto Jet layering better match to the player riding it
-
Doc Robot’s move list now mentions his 10% armor
-
Doc Robot’s Metal Blade spawn points have been adjusted while he is on a ladder
Bugs Fixed
-
Replays can now be paused when P1 is a CPU
-
The Replay Lobby no longer show Mega Man if a replay is highlighted that features a secret character, when the secret characters are disabled
-
The Replay Lobby now properly shows Snake Man skins
-
Certain player animations have been corrected when going through boss gates, especially in multiplayer mode when multiple players are up against the gate
-
Score Mode no longer softlocks if the CPU is destroyed on the same frame you die
-
Characters without a slide can no longer wavedash out of hitstun with the correct timing
-
Summons can no longer deal damage to other summons while teleporting in
-
Proto Jet can no longer be shot out from under a rider, this was unintentional behavior
-
Proto Jet reflecting Bouncing Bubbles no longer crashes the game
-
Reflecting Mega Man’s search snakes no longer changes their color
-
Reflecting Laser Trident with Proto Shield no longer creates a phantom hitbox that can hurt Proto Man
-
Mega/Proto can no longer summon a second Jet if they die/respawn and their previous one is still alive
-
Cut Man no longer loses EP if he starts a Cut Slash but doesn’t finish
-
Quick Man now properly deflects Crash Bombers when in slow mode
-
Crash Bombers no longer pass through Homing Tops
-
Crash Bombers no longer detonate where TeleMet (on Met Stage 1) is about to spawn
-
Crash Bombers are no longer white when deflected
-
Flash Man can no longer trigger a wavedash while using Time Stopper (required slide setting be down+jump only)
-
Leaf Shield now works properly in Power Gear mode
-
Magnet Man’s Magnetize can now be used on Rush and Proto Jet
-
Shadow Man no longer passes through Rush/Proto Coil while fast falling
-
Doc Robot’s high jump now works properly if he jumps out of certain attacks
-
Pharaoh Man can no longer fire normal shots while being held by Doc Robot if grabbed while charging a Wave
-
Charge Man can no longer trigger a wavedash while using Mega Meteor (required slide setting be down+jump only)
-
Tomahawk Man’s uptilt now properly removes him from Rush and Proto Jet
-
Splash Woman’s move list now correctly lists her fish damage and EP
-
Tark Cross and Dash EP consumption were accidentally swapped, this has been corrected
-
Tark Cross shots no longer remain in a phantom state after getting destroyed while still onscreen
-
Katyusha aerial tornadoes now work properly in Power Gear
-
Various characters’ head icons have been tweaked
v2.1.1
Online Changes
-
An Online Handicap no longer persists when a player leaves the lobby and a new player joins into that same slot
Boss Mode Changes
-
It’s no longer possible to pause right as you die in Boss Mode, which could result in softlocking the game
-
Quitting after a boss starts dying now properly counts as a loss. Players must survive until they warp out in order to get a win. Players can restart a run through the pause menu while the boss is dying.
-
Quickly selecting Rematch at the victory screen should no longer result in the next match having no BGM
Balance Changes
-
Shadow Fast Slide EP increased 1 -> 2
-
Tark Cross Shot hitbox better fits the sprite
-
Tark Cross Shot EP increased 4 -> 5
Mods/fixes
-
Characters no longer create a landing sfx when triggering a vertical boss gate (KGM, WM3, etc)
-
Mega Man’s directional inputs for silver tomahawk have been corrected to match Tomahawk Man’s
-
Mega Man’s move list now includes the new Eddie S1 option
-
Quick Boss has been removed from the Balanced stage list to align with current tournament rules
-
Bubble Man now has a floating throw animation for Bubbles Leads
Bugs Fixed
-
Reverting the game from fullscreen now properly restores normal windowed operation
-
Certain characters no longer stand up inside a sliding path when the match ends
-
Reflecting Tama Yarn with Proto Shield no longer crashes the game
-
Reflected Dust Crushers now explode on contact
-
Reflected Crash Remotes now work properly if the remote had been thrown vertically up or down
-
Rush Jet and Proto Jet no longer leave immediately when a player jumps on
-
Mega Man’s Dust Crusher no longer creates an explosion after getting deflected offscreen
-
Mega Man can no longer summon another Rush Jet if someone steals his
-
Mega Man can no longer pet Rush if they’re not on the same floor level
-
Quick Man now properly animates while deflecting boss and enemy projectiles
-
Hard Man grapple victims no longer get crushed if he grabs them under a metal conveyor
-
If a player who is underwater gets grappled by someone on land, the victim will no longer be stuck in “underwater mode” after release
-
Shadow Man no longer fast-falls through topsolids on Proto 1 and Proto 2
-
Shadow Man can no longer get stuck on a Gamma platform by fast falling
-
Tomahawk Man’s uptilt now works properly when landing on a vertical gate
-
Deleting the replay at the bottom of the list no longer crashes the game
-
Needle Stab victims can no longer get released into the wall (and clip to their death) if Needle Man is hit during the attack
-
Snake Man no longer glitches out when using his bite attack to get through a boss gate
-
Splash Stage elements are now properly layered
-
Doc Robot Grapple no longer connects briefly with Wood Man when he is riding a chicken
-
Met Train no longer has a collision box while warping out in time stopper
-
Various sprites have been corrected to better align with animations or use the proper color
v2.1.0
Enhancements
-
Splash Woman splashes onto the scene! Enjoy playing as the first Mega Man 9 character to land in Mega Man Arena, not to mention the only official female robot master!
-
Introducing Slide Buffering! You can now hold down the slide button or down+jump (depending on your setting) to slide at the earlier possible moment. This will especially be useful for landing into a slide, as a player can buffer in midair and land into a frame-perfect slide.
-
Replays have been added! Rewatch your most epic matches anytime. Replays will automatically record if the match is under 10 minutes, and they can be disabled in the main menu. Note that replays will only work on the version of the game in which they were recorded, and replays do not work in Score Mode or Boss Rush
-
Game music has been converted to NSF! This drastically shrinks the game size, improves music looping, and allows for custom music swaps.
-
Volume control has been added to the main menu options - adjust game volume and relative BGM/SFX levels.
-
Random BGM option has been added - with this option selected, the game will randomly choose between stage and battle music.
-
3 seconds have been shaved off the end of a match - the victory music starts sooner, and players freeze/warp out faster. Get to that next match all the quicker! (But remember that salty runbacks still work by holding S1 + S2)
-
Character/stage select music updated to include MM9 in the random choice, thanks to Splash Woman’s arrival!
-
Match-end victory jingles have been added for stages other than MM2 and MM3
Online Changes
-
A handicap option has been added. Reduce your stocks or health to give your opponent a chance, or use the stock option to facilitate a crew battle!
-
Handicaps can be enabled by the online host. Handicaps are disabled by default.
-
If an online player readies up with a handicap, their box will turn blue instead of green
-
Players who forfeit can no longer steal a teammate’s stock
-
Mashing the button to join an online server should no longer crash the game
-
Random server list crashes should no longer occur (this was mostly noticeable with many servers at once, e.g. during a tournament… oops)
-
Several desync issues have been resolve
Boss Mode Changes
-
Characters now use the same mask as Mega Man for damage collisions. This is to be fair to larger characters when fighting against bosses that were designed for Mega Man, plus it reflects how it worked prior to MMA 2.0. Note that physics collisions are still larger for certain characters.
-
Players can now pause the match after a boss is defeated up until the character is frozen, allowing for fast restarts when you didn’t quite get that fast time
-
The camera has been smoothed out when scrolling
-
WM3 canon can no longer be hurt when offscreen, which prevents softlocking the game
Mods/Changes
-
After images are now a standard feature of any character who moves faster than 3x speed. This mostly affects speed gear mode, but it also prevents after images from appearing when a character isn’t moving. (Yes, this means that Spark Man, Hard Man, and Hot Man do not get after images even in speed gear mode)
-
Tips have been tweaked to read easier by adding a pixel to the spacing between lines
-
Tips deemed as important are more likely to appear
-
Analog deadzone has been decreased slightly in an attempt to better detect diagonals on certain controllers
-
Change Controls has been bumped up in the main menu options
-
Practice Mode now has access to game options while in character select
-
Pausing during practice mode now instantly restores HP/EP for all players
-
New alt palettes (+team palettes) added for many characters
-
Characters can now slide (and shield bash) while standing on a Jet that is owned by a different player
-
Summons have been pushed out a bit more from their summoner
-
Mega Man no longer uses custom audio clips (Cut, Cool, Magnet) when stealing that power from another Mega Man
-
Mega Man’s stolen Hard Knuckle is now intangible until the attack fully forms (can’t be deflected, can’t deal damage)
-
Quick Man slow-walk animation is now only used when he’s in slow mode. His fast animation is used in normal 2x speed, but without the after images. Fast animation + after images will be used for 3x speed
-
Top Man now performs a short grounded top spin if using the attack lowers his EP to 0
-
Charge Stage 2 has been lowered by one tile to improve balance
-
Doc Robot’s NS transform order has been optimized to allow for quickly snapping back to Doc Drain. The transform order is now Doc -> Metal -> Quick.
-
Doc Robot can once again use forward as a directional input for changing NS. This is for players who have slide mapped to a face button, but also for grabbing a specific NS power. Up = Quick, Forward = Metal, Down = Doc. Directional inputs are disabled if a button is pressed to transform.
-
New Katyusha mugshot has been added, courtesy of Katyusha’s creator - NE0MARU!
-
Victory screen music is now based on the character, rather than always being MM2
-
Several weapons now reflect their owner’s color scheme
-
Several alt colors have been updated
-
The slide setting has been moved into the controls options menu
-
Balanced/Tournament stage lists have been updated based on the latest tournament rules
Bugs Fixed
-
Behavior around getting items while in timestopper has been improved. Health increases properly and sound effect now properly plays.
-
If a player dies while regaining health or ammo, it will no longer continue refilling after their demise (not that it helped them)
-
Sliding into a spike now kills the player, rather than stopping the slide
-
SuBee can no longer hit high-jumping players before it spawns (above screen)
-
Rush/Proto Jet no longer returns EP to its owner when crashing into a wall
-
Mega Man’s Spark Shock now plays the correct sound effect
-
Cut wall jump now works out of a wavedash jump
-
Metal Man no longer gets stuck when mashing S2 for homing shots
-
Metal Homing Blade is no longer conditionally disabled by 8-way Shot
-
Flash Man no longer gets softlocked if Mega Man freezes time on the same frame he does
-
Leaf shield should no longer be vulnerable from above (most noticeable with Flash gatling)
-
Top Man can no longer pick up tops while respawning
-
Shadow wall cling now works out of a wavedash jump
-
Pharaoh homing shot no longer releases when he is timestopped
-
Tark no longer sometimes stays green if he gets hit between charge attacks
-
Katyusha can no longer spawn Gallop while jumping in motorcycle mode (she’s supposed to be unable to summon while transformed)
-
Gallop no longer falls through Light’s Lab (Proto Stage 1). Gallop spawn behavior has generally been stabilized.
Balance Changes
-
Super Armor is now granted +20 frames of invulnerability to make up for the lack of hitstun. This especially affects Hard Man, Spark Man, Tomahawk Man, Hot Man, etc who were only receiving 30 frames of invulnerability while in super armor states.
-
Proto Man’s charge shot timer has been increased by 20%
-
Proto Jet can now be stolen, meaning it will shield for the player who last stood on it
-
Proto Jet now leaves after 5 seconds without a rider (up from 4 seconds), but the timer is reduced by 1 second for each ping it does
-
Tango now begins attacking after 90 frames (reduced from 120)
-
Mega Man can now summon Eddie for 4 EP using Down+S1 to deliver a power drop! This can only be used while without a power
-
Certain Mega Man powers have been balanced:
-
Spark Shock EP 3 -> 5
-
Charge Kick now makes Mega Man invulnerable
-
Charge Kick EP increased 2 -> 3
-
Hard Knuckle breaks super armor
-
-
Rush Coil lasts longer before warping out
-
Small Weapon Energy has been removed from Eddie's item summon pool, increasing the chance of other items. Odds are now 1/9 for large health, 1/9 for large energy, and 7/9 for small health
-
Cut Man’s Rolling Cutter will no longer go as far offstage if aimed away from opponents. This prevents having to wait as long for it to come back.
-
Cut Man’s up-slash now hits too high for normal sized characters who are overlapping him
-
Metal Man Normal Shot max count reduced 3 -> 2
-
Metal Man can now buffer his aerial homing attack. S2 must be pressed after the homing blade has been thrown, during the move’s endlag. This allows for easier use of triple shots.
-
Air Man Normal Shot count reduced 3 -> 2
-
Air Tornado initial hold time reduced 30 -> 15 frames
-
Air Man now can hold Up to ~halve the horizontal speed of his Rising Tornado
-
Air Man’s special tornadoes now have increased knockback, and rising tornadoes lift opponents in the air. This also affects Mega Man’s and Doc’s rising tornadoes
-
Bubble Man can now drop Bouncing Bubbles in place with down+S2
-
Bouncing Bubbles now stick to themselves. A bubble attaching to another bubble will extend the life of the original bubble to match, so both pop simultaneously.
-
Bouncing Bubbles have been changed from living for 3 seconds after “sticking” to 4 seconds from the moment it’s shot, which both helps the use of dropped bubbles and reduces the amount of time you are locked out of a bubble that traverses the whole screen before attaching
-
Bubble Lead now combos (but not into itself)
-
Bubble Man can now float underwater by pressing and holding jump while in midair (similar to Kat float)
-
Quick Man now moves at 2x speed by default and can increase to 3x speed with S2, or can slow down to 1x speed with down+S2
-
Quick Man now automatically deflects projectiles while standing/walking in slow mode (not while shooting)
-
Quick Man armor increased from 80% -> 90%
-
Quick Homing Boomerang EP decreased 5 -> 3
-
Quick S2 EP drain for both fast and slow speeds increased 1.5 -> 2 EP/second
-
Crash explosions have been shortened (65 -> 55 frames). This means that a player who jump-cancels an explosion cannot be hit by the same explosion again, since 60 total frames of invuln are awarded the player. A player who does not jump cancel can still get hit twice.
-
Crash Homing Bomber detonation has been sped up and the initial hit deals fewer invulnerability frames to improve likelihood of linking into the explosion (note that it’s still possible to time a jump cancel to escape the explosion, but it’s much harder to do so)
-
Crash self-stick EP increased 1 -> 3
-
Crash Remote Bomb EP cost reduced 6 -> 5
-
Crash Homing Bomb EP cost increased 5 -> 6
-
Flash Man must now use S1 to double-jump, which prevents accidental double-jumps when attempting to jump cancel
-
Flash Time Normal/Long Stopper times have been reduced, they are now 4/6 seconds (down from 5/7.5)
-
Heat Atomic Fire charge shot damage decreased 6 -> 5
-
Heat Barrage Startup Maximum reduced to 70 frames (from 90), meaning he can’t hold it as long (but the barrage distance remains the same)
-
Heat barrage hitbox has been slightly stretched vertically
-
Heat pillar EP increased 3 -> 4
-
Wood Man's Normal Shot damage increased 2 -> 3
-
Wood Man’s maximum Leaf Shot range reduced by 25%
-
Wood Man Leaf Shower attack damage increased 2 -> 3
-
Wood Man Leaf Shower Pose now has no knockback
-
Wood Man's Leaf Shield lifespan has been reduced by roughly 50%
-
Leaf Shield damage reduced 3 -> 2
-
Note that leaf shield changes also affect Mega Man and Doc Robot
-
Wood Man has received a very small movement speed nerf
-
Needle Dive damage reduced 6 -> 5
-
Needle Homing Shot EP increased 2 -> 3
-
Needle Noggin is now deactivated while Needle Man is getting hit
-
Opponent must now be at or above Needle Noggin in order to get hurt by it
-
Magnet Man normal shot damage increased 2 -> 3
-
A Magnet normal shot without a target now continues to accelerate toward the edge of the screen; before it would just progress slowly across
-
Magnet Magnetize now uses a minimum of 3 EP with every use. EP consumption speed does not change overall. If it is released prior to the use of 3 EP, it will consume the remaining amount. Magnetize cannot be started with < 3 EP.
-
Magnetize now consumes EP at an accelerated pace the longer it is held
-
Magnet Man can now cancel out of Magnetize with the jump button for a free high jump
-
Gemini Man clone health increased 16 -> 19
-
Hard Man now has 50 full frames of invulnerability, matching other characters
-
Hard Man’s NS punch can now deflect projectiles
-
Hard Man’s Long Jump EP has been reduced 4 -> 3
-
Hard Knuckle damage has been lowered 3 -> 2
-
Hard Uppercut damage has been lowered to 5 -> 4
-
Hard Uppercut launch distance has been reduced. This gives opponents better options to avoid getting trapped against the wall
-
Tops can now be retrieved by holding up, not just pressing up. Tops can also be retrieved just before they stop moving, as opposed to only when they are fully stopped
-
Tops can no longer be retrieved midair, and they can only be retrieved after 45 frames (this prevents accidental pickups immediately after dropping a top)
-
Snake Man’s normal shot now drops straight down when holding down
-
Snake Man’s normal shot now has some improved directionality on horizontal throws as well as a new Up directional throw
-
Search Mamba now jumps out when shot normally
-
Search Mambas now only turn one time in pursuit of a target
-
Search Python now falls straight down off ledges
-
Snake Man's Special Snake EP Cost has been reduced 4 -> 3
-
Snake Man Special Snake life timers have been reduced by approximately 33%
-
Snake Debuff timers have been reduced by approximately 33%
-
Snake slide invulnerability has been increased by 50%
-
Snake Man's Glider damage has been reduced 3 -> 2
-
Snake Man's Glider EP has been reduced 3 -> 1
-
Spark Man's Giant Spark is now a piercing shot - it cannot be deflected
-
Spark Man can now wavedash out of his EP Charge with simple left/right presses (only backwards still) and has no knockback during wavedashes out of this move
-
Spark Man wavedash speed increased to 1.5X (from standard 1.2X)
-
Shadow Man Giant Shuriken damage increased 3 -> 4
-
Shadow Man Giant Shuriken (and Assassinate) EP increased 5 -> 6
-
Shadow Man no longer gains EP while wall clinging (prevents camping)
-
Shadow Man can now cancel his slide into an assassinate
-
Shadow Man now has 1.5x speed while in high jump. He still has 2x speed when high jumping off a wall cling
-
Shadow Man can slide buffer his fast slide out of a fast fall by holding S2
-
Pharaoh Punch startup has been reduced by ~40%
-
Pharaoh Wave max duration has been reduced 3sec -> 2sec
-
Charge Man’s normal shot damage has been reduced 4 -> 3
-
Charge Charge EP reduced 6 -> 5
-
Charge Mega Meteor RNG ranges have been reduced, and now start slow and grow in speed (a la gravity), which allows for more time to react to them visually
-
Charge Mega Meteor Initiation Puff damage has been reduced 4 -> 3
-
Charge Man Damage Reduction increased 5% -> 15%
-
Silver Tomahawk EP reduced 4 -> 3
-
Silver Tomahawk, Feathers, and Uptilt Feathers come out a few frames faster
-
Tomahawk Feathers are now 1 Damage each, 4 EP (the feathers still combo)
-
Tomahawk tilted feathers now do 2/3/4 damage, reduced from 2/4/6
-
Tomahawk Smash attack can now reverse direction on startup (not on release)
-
Tomahawk Smash now has a hitbox on his body
-
Tomahawk Smash Wave hitbox has been widened
-
Doc Robot now has 10% extra armor
-
Doc Robot now has 25% damage reduction while in a transforming state
-
Doc Robot Normal Shot max shot count increased 2 -> 3
-
Cool Man can hold down to fire a freezing normal shot, which freezes opponents (costs 3 EP)
-
Cool Man Icicles begin falling ~30% faster on average, and they are less likely to appear at the edges of a stage (where there are often walls anyway)
-
Cool Man Cold Block now becomes a combo move after it is kicked
-
Cool Man Cold Block now shatters after hitting a player 3 times
-
Met Man normal shot now operates on a cooldown rather than an onscreen check
-
Met Man taunt now takes less EP (1/8 -> 1/10 frames)
-
Tark Cross EP reduced 5 -> 4
-
Tark Dash Damage reduced 4 -> 3
-
Tark Dash EP reduced 6 -> 4
-
Katyusha now creates a 3 damage tornado on her first aerial slash
-
Katyusha’s ending motorcycle animation has been sped up, enabling her to more quickly start a combo from the motorcycle state
-
Katyusha’s hitbox during motorcycle now better fits her form, making her harder to hit
-
Katyusha can now fit into sliding paths while in motorcycle form. If she transforms back while in a sliding path, she will begin a slide
-
Katyusha can no longer use her aerial slash inside a combo. It will only work as a combo starter
-
Katyusha can no longer turn around for the rapid jab (but she can still turn around at the second slash)
-
Katyusha rapid jab hitbox size has been reduced. Landing full combos is still just as easy, but she can no longer gate opponents as easily. Opponents can also better jump over her rapid jab without unfairly getting pulled into it
-
Katyusha rapid jab now grants the victim +15 frames of invulnerability, which matches Tomahawk Man’s triple jab. This is also to allow opponents to better escape corner traps.
v2.0.3
Enhancements
-
You can now shoot Hard Man in the face! Character hitboxes are now independently tracked from physics-based collision boxes. Weapons will no longer pass through tall characters’ heads, nor will vertical weapons miss wide characters’ sides when coming down from above.
-
Wavedash jumping has arrived! If you jump out of a wavedash, your character will not turn around while airborne. This allows a player to retreat in the air while still attacking forward.
-
Hitstun canceling has been reworked for attacks with longer hitstuns, like Flash Shot and Hard Dive. Now the timing is the same as other shots - press jump within the first 10 frames after the first 5 frames of a hit. However, the hitstun extension is still endured by the player, so in these cases a cancel will not result in instant movement (the cancel indicator is still seen at the moment of pressing jump). The player will still be given the bonus frames of invulnerability after suffering the longer hitstun. Before this change, players had to adjust the timing of a hitstun cancel and execute the cancel toward the end of the hitstun, which wasn’t ideal due to the change-up in timing.
-
Magnet power-stealing sound files now appear in the game folder.
Online Changes
-
Host Options have been added to the host's online menu. Hosts can now kick players and change lobby size while in the lobby!
-
ALL is now available as a random stage choice
-
When the lobby is set to random stage, the same stage will no longer be selected twice in a row
-
Boss Rush mode has been reactivated online!
-
Players can now check for active tournaments in the online menu
-
The server list now supports more than 8 servers at once.
-
New players are now prompted to change their name the first time they enter online mode
-
When entering online PINs, the field no longer needs to be empty in order to cancel out with Escape
-
Several sources of desyncs have been removed
Balance Changes
-
Heat Man now presses S1 in the air to perform an aerial heat barrage while fully charged. This prevents accidental heat barrages by pressing jump after walking off platforms, etc.
-
Heat Barrage now ends when connecting with the edge of a stage
-
Hard Man can now throw Met Train and Met Heli
-
Spark Man’s giant spark now deals more damage in boss mode. He can also recharge EP faster in boss mode.
-
Doc Robot now consumes EP for Metal Blades (.5/shot) and Quick Boomerang (1/shot)
-
Note: This spend does not affect boss mode to preserve the integrity of speedruns
Mods/Changes
-
The combo indicator now appears when combo’ing no-knockback characters. Note that they can still move during combos.
-
Invulnerability has been reduced for characters while in a no-knockback state (50 frames -> 30 frames) since they do not enter the 20-frame hitstun state, but rather skip straight to the 30-frame invulnerability state. This does not affect Hard Man since his timer was already adjusted.
-
Summons are much less likely to spawn inside walls
-
Homing shots no longer target respawning players
-
A player’s EP no longer recovers when caught in timestopper
-
Debuff timers no longer count down while stuck in timestopper
-
Grapples no longer stay active while the owner is stuck in timestopper
-
Mega Man power timer no longer drains while stuck in timestopper
-
When Proto Shield reflects a Top Spinner, the reflected top no longer counts against Top Man’s max tops allowed
-
Leaf Shield and Crash Bombers now disappear while their attached player is transporting
-
Needle Noggin no longer harms Enemies and Summons unless Needle Man is jumping or the enemy/summon is falling
-
Gemini Laser is better layered, it no longer hides behind enemies/bosses after reflecting
-
Top Man can now extend his pose by holding select
-
Doc Robot now keeps his powers between rounds in Boss Rush
-
Doc Robot directional inputs for power selection have been disabled
-
Met Man once again teleports in after dying (as opposed to instantly appearing onstage)
-
Various victory animations have been adjusted for location and frame speed
-
Tomahawk 1 stage has been modified for more balanced play
-
A block has been moved on Top 3 that made certain characters unable to advance
-
Tourney and Balanced stage lists have been updated based on current tournament rules
Movelist Fixes
-
Flash Gatling has been corrected to show 3 EP for aerial usage
-
Needle Stab has been corrected to show 4 damage, 5 EP (not vice versa)
-
Homing Top has been corrected to show 2 damage
-
Top Man’s ability to press up for top retrieval has been added
-
Snake Glider has been corrected to show 3 damage
-
Tark Charge Shot has been corrected to show 4 damage
Bugs Fixed
-
Characters with a high jump can no longer cancel the high jump with a regular jump on the same frame while still eating the EP cost
-
Custom-set HP is no longer carried into Score/Boss/Online modes (playing Online like this would cause a desync between players)
-
Wall/Interference has been removed from the left side of the Yellow Devil 2 boss chamber
-
Characters can no longer jump off spikes the frame they land on them
-
Characters grabbed from a sliding path now enter their hitstun state appropriately
-
Players can no longer enter a boss gate while someone is in the process of respawning, thus leaving them behind.
-
Players can also no longer initiate a stock steal while the other players are entering a boss gate.
-
Score Mode deaths are now accurately counted following a game over
-
Proto Shield reflections now retain their combo property
-
Proto Shield no longer drains EP while caught in timestopper
-
Proto Jet no longer crashes the game when deflecting certain projectiles while Proto Man is dead
-
Tango no longer leaves when Proto Man dies, and he can no longer clip into walls when he stops spinning
-
Mega Man can no longer get stuck in place if he uses a stolen hard knuckle right before getting stuck in timestopper
-
Items spawned by Eddie now respect the 20-frame timer of being exclusive to Mega Man. This was not working, meaning opponents were able to grab the power up immediately upon it spawning
-
Mega Man’s colors are now properly reset if he dies while charging with a stolen power
-
Metal Man no longer spawns Metal Blades infinitely if time stopped during a Metal Tornado
-
Flash Man can no longer trigger a wavedash after starting gatling (could only be done by sliding against a wall to create the wavedash window)
-
Heat Pillar flames should no longer fall through drop-through platforms if positioned right at the edge
-
Needle Man now moves backward when hit out of a homing attack
-
Needle Man can no longer shoot in time stopper if he is frozen in a high jump while doing a rapid fire
-
Needle Man can no longer interrupt his homing attack with another homing attack while in a high jump
-
Needle Man no longer initiates an occasional empty homing shot out of a normal jump
-
Hard Man can no longer permanently cancel gravity by triggering a dive one pixel above the ground
-
Hard Man grappling Kamegoros/shells now behaves better when whirlpools interfere with the process
-
Top Man can no longer pick up tops while stuck in time stopper
-
Shadow Man no longer fast falls through Top Solids if initiating the fast fall just above it
-
Shadow Man no longer loses his fast slide speed during Time Stopper (if he recovers without taking a hit)
-
Snake bite now freezes properly in time stopper
-
Pharaoh Man no longer ignores hitstun while using S2 in the air
-
Pharaoh Man can no longer slide during his aerial S2 if he lands in the middle of it
-
Pharaoh Man now moves backward when hit out of a punch
-
Pharaoh Man can no longer hold a wave charge once frozen at match end, which allowed him to move while teleporting out
-
Pharaoh Man can no longer take a charge shot with him when he warps out
-
Pharaoh Charge Shot animation is correct now if he shoots just before throwing
-
Charge Man/Dashing characters no longer clip through the floor if they initiate a slide the same frame they fall off a ledge (e.g. while wavedashing backward)
-
Charge Man can no longer do weird things if he dashes immediately out of a normal shoot
-
Doc Robot’s EP is no longer drained for using Quick Man’s speed while stuck in timestopper
-
Cool Charge shot can now be reflected at up/down angles with Proto Shield
-
Met Man can no longer use NS after low shooting in the air (mirrors grounded behavior)
-
Met Man can no longer ride into slide spaces via Metal Conveyor while posing, which resulting in clipping when the pose was released
-
Met Train can no longer take non-reflect damage while closed (such as Crash explosion, Hot Shield, etc)
-
Tark no longer loses his second charge while in timestopper
-
Katyusha can no longer activate her second slash after sliding out of the first slash, resulting in moving her forward during the second strike
-
Web URLs now open properly
-
Wavedash speed is now retained when time stopper ends if recovering without taking a hit
v2.0.2
Mods/Changes
-
New players are now prompted to change their name the first time they enter online mode
-
Top Man's top retrieval has been added to the move list
Bugs Fixed
-
Katyusha can no longer jump or slide while rapid jabbing, which also prevents the bug where she would get caught infinitely transforming into a motorcycle
-
Katyusha float works again
v2.0.1
Enhancements
-
Slide Input has been added as a controls option. Players can now choose whether sliding occurs - by pressing the slide button, down+jump, or both.
-
The game now remembers window size between play sessions
Online Changes
-
NAT workaround implemented - players with moderate NAT settings should now be able to join games! Those players will still need to open UDP port 6521 if they want to host matches.
-
Players can now pause in online mode! This doesn’t freeze the match, so pause at your own peril. Players can also forfeit via the pause menu.
-
Lobbies are now left in the server list even while in a match, rather than only appearing between matches
-
The host can now set the stage choice to be one of the random stage presets.
-
The host can now set Blind Picks, which hides the opponent characters until the countdown begins. Teammates will be able to see each other in teams mode.
-
Non-hosts can now check the rules via the lobby menu
-
The player whose stage was chosen in the last round is less likely to get their selection in the subsequent around
-
Stats are now properly tracked in online mode
-
Winning an online match with a clone no longer shows NAME as the winner
Balance Changes
-
Tango HP reduced 20 -> 12
-
Rush Jet landing penalty decreased 3 -> 2 EP
-
Mega Man no longer stops moving when stealing a power while jumping
-
Mega Man power steal EP reduced 4 -> 2
-
Cut Man can now perform a wall kick by holding against a wall and pressing jump
-
Cut Slash damage reduced (5 -> 4) and EP increased (4 -> 5)
-
Metal Cone is now able to be used in the air by holding a direction, whether in jump or high jump. Metal tornado is used if no direction is held.
-
Metal Man is now able to move after using Metal Tornado (he no longer drops straight down)
-
Gemini clones now inherit invincibility status from its creator. This is especially noticeable when cloning right after respawning.
-
Top spinners now topple in 33% less time
-
Top Man can now retrieve Tops by pressing up on them
-
Search Python victims can now jump two tiles high
-
Tomahawk Man can now jump out of his third jab after it has completed
-
Cool Icicles now fall 10 frames sooner (new random range is 40-90 frames, down from 50-100)
-
Kat second slash endlag increased to prevent Slash1-Slash2 infinite combos
-
Katyusha Motorcycle EP drain reduced 1/10 -> 1/12 frames
-
Katyusha Motorcycle transformation EP cost increased 1 -> 2
Mods/fixes
-
Tellies have been added to Crash 1! Hazards must be enabled for them to appear.
-
Rush/Proto Jet now matches the creator’s direction when spawned
-
Rush/Proto Jet now aligns to the player’s direction when landing, rather than the other way around
-
Players can now jump off Rush/Proto Jet while holding down
-
Summons are now easier to spawn. They can land a further distance below the player, and they are also less likely to spawn inside a wall if the player is near one
-
Spawn points have been adjusted on certain stages to create more balanced starting positions for 1v1 matches
-
Flash 2 has been restructured to prevent clips and better enable scaling the right side
-
Wood Stage 2’s bottom platform is now a solid. This largely affects Rush Jet when sinking under the weight of a heavy character.
-
Shadow Man no longer fights Doc Robot twice in Score Mode
-
Score Mode no longer allows for pausing after the player’s last stock is extinguished. This also prevents certain bugs from occurring
-
Wanaans no longer trigger after a match’s winner has been decided
-
Wily 3 stage names have been improved
-
Minor fixes made to petting the cat/dog. Petting now extends leave/attack timers on the summons to allow for easier repeated petting. Mega Man is now layered in front of Rush and is animated. Mega Man doesn’t need to overlap as much to initiate petting.
-
Balanced/Tourney stage lists have been updated per the latest tournament rules
-
Move list and misc sprites have been corrected
-
Certain character colors have been adjusted
Bugs fixed
-
Discord Presence no longer shows Playing Online after canceling out of online menus
-
It’s no longer possible to cancel the server list menu while actively connecting to a host
-
Charge timers are properly restored in practice mode when switching from power gear mode to normal
-
Slide invulnerability was not working for Shadow Man and Needle Man. This has been corrected
-
Character spawn animations are now frozen when in time stopper
-
Characters who are timestopped while throwing on a ladder no longer display the wrong sprite
-
Mega Man’s EP now drains properly when using a stolen Proto Shield
-
Mega Man’s Spark Shock now properly does +1 damage
-
Mega Man can now summon multiple Gallops in power gear mode, matching Katyusha's ability
-
Eddie’s delivery is no longer destroyed if tossed just offscreen, which was especially noticeable when Eddie was spawned near the top of the stage
-
Cut Man’s hitstun direction is now properly set if hit after a wall jump
-
Cut Man slash attacks now come out properly if used within the window of a rolling cutter being received and his throw animation completing
-
Bouncing Bubble no longer crashes the game when getting reflected by Proto Jet
-
Crash stage music now starts with the intro, and it loops properly
-
Flash Gatling shots no longer instantly despawn when double jump is used off the top of the screen
-
Wood Man can once again ride on a chicken
-
Magnet Push/Pull now works on Top Man and opponents standing on ice
-
Magnet Missile (and other weapons) now properly home in on bosses that are on the left side of the screen
-
Gemini clone no longer warps into WM2 chamber if he didn’t enter the transporter
-
Hard Dive now consistently hits bosses and enemies once every 12 frames, rather than sometimes hitting more often due to a bug. This timer is shorter than the default no-reflect timer of 16 frames, enabling him to sometimes hit bosses and enemies twice with one attack
-
Connecting a Giant Spark with an opponent stuck in Electric debuff no longer allows the character to initiate moves while still in hitstun.
-
Search Mamba is now destroyed when connecting with an opponent (this was the intended behavior)
-
Taking a hit during Snake Bite no longer results in strange behavior if the bite was used immediately after a hitstun cancel
-
Shadow Man no longer continues to fast fall while in time stopper
-
Large Shadow Blades no longer spawn if Shadow Man is hit during startup
-
Pharaoh Man’s damage reduction has been fixed, he now properly takes 50% damage while charging a wave attack
-
Pharaoh Man can no longer release a wave while in electric stun
-
Tomahawk up-special feathers no longer combo, this was unintended behavior. Normal feather attack still combos
-
Doc Robot now fully resets his Flash Timestopper startup animation if he was hit out of one previously
-
Doc Air Shooter ping effect now disappears properly
-
Cool Man’s name is no longer Cold Man on the boss victory screen
v2.0.0
Enhancements
- 9 new characters have entered the arena! Say hello to Magnet Man, Gemini Man, Hard Man, Top Man, Snake Man, Spark Man, and Doc Robot! Plus two original characters in Tark and Katyusha!
- Each character brings their own set of stages, plus three new Dr Wily stages from MM3!
- Native Online Mode! Matches can now be played online! Up to four players can play in any of the main modes: Arena, Teams, Squads, and Boss
- Cold Man is now… COOL MAN! Yes, he has officially rebranded! Enjoy the cool new victory pose, and show off his cool juggling skills by holding select to extend his cool new taunt
- An all new main menu has been added! Enjoy artwork created by Coreeno!
- You can press select at the main menu to instantly access options
- New title, story panel, menu, and credit music has been added by Chips N Cellos!
- Online lobby music has been added by Scunsion!
- New Metal Stage 1 has been added, designed by Jax!
- New Heat Stage 2 has been added, designed by Jax!
- A new enemy has arrived on Met Stage 1
- Discord Rich Presence has been added! Now Discord users will show their Mega Man Arena status - the game mode as well as time playing.
- You can now pet the dog and cat! Mega Man can pet his own Rush, but it must not have coiled and he must be facing him. Proto Man can pet his own Tango so long as he’s sitting, and he also must be facing him. Initiate the pet by posing while overlapping with your favorite furry (in a metallic way) friend.
Boss Mode Changes
- Wily has unleashed three of his most devastating bosses - Yellow Devil Mk II, Wily Machine 3, and the dread Gamma! These fights won’t go like they did last time, so get your weapons ready!
- Boss Rush has been added! How quickly can you blast your way through all the bosses?
- E-tanks show up in certain boss stages. Use an E-tank by pressing select!
- Kamegoro Maker releases less Kamegoros at once in his final phase
Balance Changes
- All non-Hard Man high jumps have been changed from 2 EP to 1 EP (save Magnet's which was already 1)
- Proto Man Damage and Knockback have been reduced to 1.5X (from 2X)
- Proto Shield reflecting Crash Remotes no longer leaves the remote in Crash Man’s control. It will result in the crash remote switching owners and then auto-detonating after attaching (like a normal crash bomber) since Proto can’t detonate it
- Tango EP cost has been reduced to 6 (down from 8)
- Tango no longer immediately retreats when Proto Man dies
- Proto/Rush Coil EP lowered 4 -> 1
- Mega Man can now summon Eddie while riding Rush Jet
- Metal Homing Blade is increased to 3 EP (from 2 EP)
- Quick Man damage taken increased by 10% (to 25%)
- Flash Man has a new move during his timestopper - if his normal shot is fired during timefreeze it will stand in place until the time stop is complete. If the shots are spaced properly (none hitting on the same frame) they will combo on the opponent
- Flash Man Flash Stopper EP has been restored to 14 EP
- Metal Man's cone blades are now Multihit
- Metal Man's homing blades can combo
- Metal Man has a new move - the 8-Way Shot can be used during a high jump by pressing the cone shot button. Uses 3 EP and does 2 damage
- Crash Man's Crash Bomb can now be attached to himself using Down+S2, for cramped circumstances when you just need to walk or slide the bomb in yourself
- Crash Homing Bomber EP increased 4 -> 5. 4 EP was established back when a 2 EP high jump was required to use it. Now that high jump is 1 EP, we’ve adjusted this move to be 5 EP.
- Crash Homing Bomber can no longer cause contact damage after latching to the ground or wall. This prevents comboing into itself prior to the explosion. The detonation timer has been reduced by a few frames to help the bomb collision connect to the explosion, but it is not a true combo and can be avoided with good reaction time or a jump cancel.
- Heat Man's Fully Charged Shot has been increased to 6 damage (from 5)
- Heat Man charge timer has been reduced (90/130 frames -> 50/90)
- Heat Man Heat Barrage has lowered its damage and EP cost both by 2 (10/12 -> 8/10)
- Heat Man Heat Pillars now pulse twice before receding
- Needle Man Aerial Stab now deflects attacks until he hits the ground
- Needle homing shot sped up 20%
- Needle Man’s Needle Noggin position has been aligned better to climbing sprite
- Shadow Man's Shadow Slide has been reduced to 1 EP (down from 2)
- Shadow Man's Assassinate has been increased to 6 damage (up from 5)
- Shadow Man is now invulnerable during fastfalls, and his shadow slide has twice the slide invulnerability. When he’s in one of these states, he becomes partially transparent as he blends into the background. Like a ninja. To be clear.
- Pharaoh Man's homing shot has been improved to add an additional two sparks that fire perpendicularly and have a slight homing curve to them. This will fill a bit more space and be a bit better for a 3EP/2DMG Move
- Pharaoh Punch Damage raised to 4 (up from 3)
- Pharaoh Punch Knockback has been increased by 50%
- Pharaoh Wave has been expanded by 2 pixels vertically to better cover characters standing on higher platforms (2 up when locked to the 16x16 grid)
- Pharaoh Charge Shot now lowers during a slide, allowing for passthrough contact with an enemy
- Pharaoh Air Homing Shot has been tweaked for more effectiveness
- Pharaoh Air Homing Shot can be used in the air even while charging a Pharaoh Charge Shot
- Pharaoh punch can now combo
- Pharaoh punch can now be used out of other moves
- Pharaoh punch damage reduced 4 -> 3
- Pharaoh punch now has increased endlag (without a hitbox extended)
- Pharaoh punch deals less frames of knockback (40 -> 30)
- Pharaoh punch deals extra knockback (.75 -> 1, normal knockback is .5)
- Pharaoh Charged Init damage increased 1 -> 2 (before it’s fully charged)
- Pharaoh Charged shot now gets +1 damage when thrown (this also applies to Mega Man)
- Charge Charge now does -1 damage if used in the air
- Charge Man’s armor has been decreased 15% -> 5%
- Charge Meteor and Mega Meteor initial objects must now travel a minimum distance prior to spawning the coals. This prevents instant projectile spawning by camping a top platform on some stages. This change isn’t noticeable from middle/lower parts of the stage.
- Tomahawk Man Changes
- Walks, slides, and jumps 10% faster
- Most attacks have less endlag, many hitboxes were extended forward
- Triple Jab is now easier to do
- Triple Jab damage now 2/2/2 (up from 1/1/2)
- Triple Jab no longer moves Toma, instead the first two attacks now hold the opponent in place and the final strike launches the victim away
- Opponent invuln on final strike of triple jab lowered to 45 frames from 120
- Downtilt has been lowered and extended outward
- Uptilt mechanics have been modified. Tomahawk now has no knockback during the uptilt, deals more damage when using it, but has longer landing lag
- Smash attack chargeup takes less time
- Smash Wave now goes twice as far
- Cool Man now slides faster, to align with his new slide sprite
- Cool Block bounce maximum has been increased to 20 (from 10)
- Cool Block death timer (after it stops moving) has been increased to 40 frames (from 30)
- Cool Block now 4 damage prior to being propelled (up from 2) to make him more viable in situations where he cannot get a rebound (propelled damage remains at 5)
- Cool Block EP Cost has been raised to 5 (from 4)
- Cool Icicle speed has been raised 25%
- Cool Icicle falling window has been reduced from 70-120 frames to 50-100 frames after appearing
- Cool Icicle can now be used again when 2 icicles remain on screen (up from 0)
Boss Changes
- Boss Death flashing intensity has been reduced
- The last Mecha Dragon block no longer falls for melee-based characters (Toma, Hard, Kat). This only works in 1P mode.
- Wily Machine 2 no longer throws upward shots during its second phase
- Alien acid droppers now only hurt players who jump, which allows for tall characters to safely run by
- KGM now only spawns two KGs at a time when in panic mode - however, it will still release the final KG when it is ready, meaning that the final three can be onscreen at the same time
Mods/fixes
- Players are now invulnerable while frozen to teleport out at the end of a match
- Hitstun canceling is now limited to a 10-frame window, which is the last 10 frames leading up to the last five frames of hitstun. In other words, you can’t cancel before the last 15 frames of hitstun, but trying in the final five frames won’t work either. This is to prevent accidental and slowly-reacted hitstun cancels
- Hitstun cancels in the first five frames of the window will create a green indicator. If canceled in the final five frames, the indicator will be blue. Either one grants an extra 10 frames of invulnerability.
- The game options window is now canceled by the jump button. This was deemed more intuitive than (for example) increasing stock count by pressing right, then having to hit shoot/back in order to accept.
- Yellow and Brown squads have been added
- The cheat code can now be entered on the title screen
- If pause is globally disabled, it is now possible to still pause a match by holding pause for 3 seconds. This prevents accidental pauses mid-match while still allowing players to quit a match if desired.
- The game no longer crashes if the save file is corrupt. Players whose data file is corrupt will now get a popup indicating data has been lost and a new save file created.
- Controllers can now be removed/disabled in the Main Menu controllers options
- The combo sweat indicator was made larger, orange, and slightly rotated to draw more attention to combos
- Players who die from a combo hit now still produce orange sweat (normally a player doesn’t produce any sweat on the hit where they die)
- Move lists now use different colored bullets. Red = damage, Green = combo, Blue = utility
- Bottom Wood 2 platform has been stretched out. This makes the stage a truly neutral stage, whereas before it unfairly punished characters like Heat and Charge whose moves could carry them offstage
- There is now a 40% chance of hearing MM1, MM4-6 music at stage select. Otherwise there is an equal chance of hearing MM2 or MM3 music.
- Quick Stage 2 darkness doesn’t appear with hazards off
- Needle Stage 1 has changed form, created by Coreeno!
- Needle Stage 2 has changed form! Slightly.
- Summons that land (Rush/Proto Coil, Eddie, Tango, etc.) are now easier to spawn, they will adjust their landing spot a few pixels if possible to avoid landing inside a block.
- When summons warp out on spawn due to collision with a solid, they now return the EP spend to the user
- Players (not just Mega) can no longer shoot or jump off Rush Jet while in hitstun. Rush Jet is no longer controllable while in hitstun, instead it freezes in place
- Characters on Rush Jet now pause their movement when using throws. This creates a lot more stability around attacks that normally lock movement, especially melee moves
- Charging characters now alternate their actual colors, rather than presets based on the character
- Shadow Man gates have been converted to double gates. This prevents players from surviving between gates even after the stage has fully scrolled.
- Met Train physics have been improved on moving platforms
- Metal Stage 1 now has Item 3s in the gaps on the bottom
- Quick Man now has different running sprites while he’s slow
- Some character colors have been modified
- Many new tips have been added
Bugs fixed
- Tango now falls while sleeping
- Proto Jet now properly reflects all weapons
- Mega Man can now use many old stolen moves on Rush Jet and on ladders that he previously was unable to use
- Additional characters on a sinking Rush Jet (with a heavy rider) no longer stutter
- Bouncing Bubbles and Homing Crash Bombers snap to the outside of walls better when spawned inside a wall
- Bouncing Bubbles, Crash Bombers, Cut Shurikens, etc. now stick to moving platforms as they move
- Crash Remotes are no longer oriented vertically if they cling to someone when aimed up/down
- Crash explosions and other no-reflect weapons no longer hurt certain bosses while game is paused
- Needle Man is now affected by speed gear
- Shadow Man can no longer wall cling to blocks that are moving. If a block moves out from under Shadow, he will now drop.
- Shadow Man fast fall is now canceled if he grabs a ladder on his way down
- Shadow 3 boss doors no longer repeatedly open/close after everyone is in the boss chamber
- Tomahawk uptilt feathers can no longer be reflected, which allows them to properly destroy reflecting projectiles
- Cold 2 no longer crashes when loaded without hazards
- Two jingles no longer play when defeating Alien
- Tip 86 has been corrected to say that Shadow Man uses Jump/S2 to drop
- Summons no longer spawn above the ceiling on certain stages
- Summons are no longer permanently frozen if their creators are frozen in time and killed
- Spikes no longer kill you in practice mode if approached from the side
v1.2.2
Enhancements
- Needle Man has joined the arena! Pierce your foes, the heavens, and anything else that stands in your way!
- Needle Man brings three new stages with him!
- New Hot Man and Cold Man themes have been added! Music created by Chips ‘N Cellos. Follow him here: https://twitter.com/ChipsNCellos
- Game options can now be accessed in character select! Press select to change stocks, hazards, team attack, and random stage choice. Speaking of which...
- Random stage choice has been added! Select from several preset lists for what can be randomly selected when random is chosen.
- Red sweat now appears when taking a combo hit, e.g. Tomahawk Jab combos. This is a visual indication that a player was successfully combo’d. A harsher attack sound will also play.
- Max stock count has been increased to 16. This allows for a squad with every character!
Boss Mode Changes
- New camera code has been added for multiplayer boss runs. The camera will now only advance at the pace of the slowest character, with a minimum of Mega Man’s speed, meaning that the camera can still go faster than Wood Man, etc., but it gives them a better chance of keeping up.
- Players no longer die immediately off the left side of the screen in multiplayer boss mode. This is to prevent players from advancing the camera too far and killing their allies by accident. Players still die after falling too far behind.
- On Mecha Dragon in multiplayer mode, the camera now lags behind the players to allow them to stay ahead of the Mecha Dragon. Prior to this, only the lead player had a chance of getting in front of him before the autoscroll started.
- Mecha Dragon takes more damage in multiplayer mode
- Mecha Dragon now behaves properly in Time Stopper during the autoscroll section
Balance Changes
- Proto Man’s Shield Bash now locks opponents in longer hitstun (20 -> 30 frames)
- Proto Man’s fully charged shot can now hit opponents in hitstun (combo)
- Proto Man’s shield size has been stretched to cover his entire body
- Proto Man can raise his shield faster after a shot (15 frames -> 5 frames)
Mods/fixes
- Time Stopper now better preserves original momentum when recovering normally (i.e. not getting hit out of it), specifically when frozen mid-jump or mid-slide.
- Hot Man Move List updated - includes slide shoot and super armor on Hot Shield
- Healthbars have been slightly rearranged when P3 and P4 are in
- P1-P4 floating arrows and health bar indicators now reflect team colors in teams mode
- High jumps are now affected by quicksand
- Cut Shurikens and Crash Bombs now stick to moving platforms and stay with them as they move
- Physics-based weapons now respect moving platforms
- Gates on Shadow 3 will now reopen after closing
- The stage select now tells players they can change pages with select
- Alt+Enter no longer skips the intro/title screen
Bugs fixed
- Picking random in squad mode no longer locks a player into random-only selection
- Certain team combinations were unable to start matches. This has been fixed.
- Team stock sharing has been fixed to work with dynamic team selection
- Crash Stage 2 platforms have been stabilized
- Players no longer interact with moving jumpthrough platforms (Wily 1, Toma 2, etc) while riding on Rush Jet
- Players can no longer jump off Rush Jet during a time stopper
- Players can no longer use their high jump attacks on the first frame of the match
- Proto Man can no longer move around if posing while shielding
- Mega Man can no longer move off a ladder if copying a power while climbing
- Mega Man is no longer forced to use a power when copying while climbing
- Mega Man can now use Flash on a ladder
- Crash Bombers no longer disappear when deflected
- Flash Man laser removed (Flash Man would generate one shot/frame if frozen frame-perfect during time stopper)
- When Shadow Man wall-clings to a gate in multiplayer boss mode, and the gate animation activates, he will maintain his wall cling through the animation and then drop the wall cling on the other side
- Shadow Man now releases wall cling if the wall he’s attaching to disappears (i.e. yoku blocks)
- Tomahawk Man can no longer hold a Smash attack when the match ends and he teleports out
CPU Changes
- Fixed crash in 8-way aiming that had a rare chance of happening between stock changeovers
- Proto and Mega no longer try to use shield on ladders
- Transporter code patched to solve wall-running in Wily stages
- Sliding navigation now functional
v1.2.1
Enhancements
- When spawning, characters will now dynamically face direction based on where their opponents are located
- Proto Man’s reflections of physics-based weapons (weapons that respect solids, gravity, etc.) now retain those properties. Proto Man can also no longer reflect shots from team members unless team attack is on.
- Practice Mode feature added! Enable hitbox visibility for melee attacks.
- Major rework of collision code with summons/weapons/enemies/bosses/boss projectiles. This is to standardize how collisions occur and to eliminate ‘cheap’ collisions (such as Tango blowing through other summons and all summons insta-killing enemies). The end result should be that summons take/give mutual damage with enemies, bosses, and other summons, plus they now collide with boss projectiles.
Mods/fixes
- Tip #110 has been changed to be more accurate, indicating that Tomahawk Man’s up-angled feathers will intercept projectiles rather than deflect them
Bugs fixed
- Team Attack works again
- Characters can no longer initiate a wavedash on the same frame as a throw, which would cause weird behavior with certain characters. This required doing a slide against a wall to trigger the wavedash window while still standing, or otherwise executing with a character who has no slide
- Character state resets have been added to transportation, hopefully removing issues created by starting a move (like Tomahawk Feathers) just prior to teleportation
- P3 and P4 squad mode heads now show up if P2 isn’t in
- Objects such as Bubble Lead and Met Train no longer move slowly in quicksand
- Ladders can no longer be grabbed as they scroll in on Charge 1, resulting in the player being halfway off the ladder
- Proto Man can no longer get a permanent gray outline by pressing shoot while sliding
- The right-side Item1 on Air Stage 1 is no longer stuck
- Proto Man reflections now correctly add to accuracy and damage dealt stats
- Cut Man now gets his cut blade back visually if rolling cutter returns to him during a slide
- Metal Man and Crash Man can no longer control their hitstun animation if hit during a high jump
- Crash Remotes no longer bounce infinitely if spawned on top of a Proto/jet shield
- Flash Man now behaves properly when hit during his Time Stopper animation
- Flash Man can no longer use normal shot while using Flash Gatling on a ladder
- Tomahawk Man can no longer use his up-feather attack during his first and second jab
- Tomahawk Man can no longer cancel his up-feather attack with a jab
- Tomahawk Man can no longer cancel uptilt with jab
- Tomahawk Man can no longer grab onto a ladder when not overlapping it
- Tomahawk Man up-angled feathers now destroy boss and enemy projectiles rather than deflecting them
- Tomahawk Man no longer gets stuck when using uptilt to go through boss gates
- Tomahawk Man no longer glitches when getting pushed off a ledge (such as via conveyor) while using downtilt or his up-feather attack
- Tomahawk Man can no longer use up+S2 if he doesn’t have enough EP
- Met Train is no longer triggered by teammates
- Shotman enemies on Guts Dozer stage no longer stay invisible if hit during Time Stopper
- Shotman enemy behavior has been fixed - they now alternate between high and low shots
CPU Changes
- CPUs have better aim control and shot usage on ladders
- CPUs can now play on quicksand effectively
- Slide logic has been improved, fixing “sticking points” over falling exits and other minor improvements
- Improvements made to jumping logic that makes surmounting walls feel more natural
- Proto Man now uses shield bash
- Mega Man now explicitly chases Eddie, and other CPUs have a random chance to situationally pursue close items
- Shadow Man received corrections to how he uses high jumps
- Charge Man no longer identifies slide markers as usable and gets stuck
- Tomahawk has improved targeting in vertical situations
v1.2.0
Enhancements
- Character and stage select screens have been updated!
- The main menu speed has been increased
- Dynamic team selection has been added! Teams are no longer hard-mapped to P1/P2 vs P3/P4. Teams are determined by color selected during character selection. Yes, 3v1s are now possible, as are 2v1s!
- Tips have been added for secret characters! They only show up when the cheat code is active.
- A new boss has been added! Fight against Kamegoro maker, who has a bit more excitement than the original MM3 boss. No auto scroll on this stage!
- Auto scroll has been REMOVED from the old bosses! Auto scroll still picks up in the MechaDragon stage to mirror the NES game.
- MM3 Transportation stage will randomly be chosen instead of the MM2 version. To control the selection, select the stage and hold the 2 or 3 key for MM2/MM3, respectively
- MM3 Victory jingle now plays on MM3 stages, including the new boss stage
- ESC has been added as a shortcut in most menus. Press ESC to go backward in the menu, and ESC can be pressed in character or stage select to immediately go back to the previous screen.
CPU Changes
- CPUs can now be added in Arena, Teams, and Squad Mode from the character select screen. As such, VS CPU mode has been removed
- P1 can also be added as a CPU! Press S1 or S2 while selecting your character as P1.
- Vastly improved AI logic has been implemented
- CPUs can now navigate treacherous and moving stages, so all stages have been enabled for CPU play
- CPUs have received large changes to normal shot and jump usage to perform in a more “human” way
- CPU will now work to escape certain types of hazards (like Crash Bomb Explosions), and will more safely handle pits and spikes
- CPU difficulty levels have been tweaked with additional parameters for a more consistent experience
Balance Changes
- Tango EP reduced 10 -> 8
- Cut Man’s slash attack hitboxes have been modified to be more precise to his animation
- Air Clustered Tornado EP reduced 8 -> 6
- Bouncing Bubble’s height is now variable, depending on the height it is initially dropped
- Bouncing Bubble EP reduced 4 -> 3
- Cold Block bounce count increased 5 -> 10 (now shatters on 10th impact)
- Cold Icicle fall timer reduced (random range upper limit 180 -> 120)
- Cold Icicle falling speed increased 2 -> 4
- Cold Icicle EP reduced 5 -> 3
- Met Train HP reduced 12 -> 10
Mods/fixes
- CPUs no longer add to global statistics
- Random selection has been removed from S1/S2 buttons and replaced with a random icon on the character/stage select screen. Boss Mode no longer has a random option.
- Menu modified to remove VS CPU mode, CPU difficulty now exists in both Single and Versus menus
- The game no longer checks for new controllers during a match. This prevents keyboard controls from being taken over by an accidentally-attached controller.
- Practice Mode now has the option to enable gears
- Squad Mode now displays stock counts during a match
- Proto Man now remains stationary when turning around while holding shield (instead of walking the other way)
- Mega Man now shoots Silver Tomahawk without pausing to match the NES game behavior
- If Cut Shuriken gets stuck into an object that then disappears or gets destroyed, it will now fall rather than be stuck in the air
- During TimeStopper, summons (Rush, Eddie, Tango, etc.) are now only frozen when their owner is frozen. This has the added benefit of Mega Man not freezing his own summons when using a stolen TimeStopper ability.
- Shadow Man can now cling to the sides of conveyor belts
- Shadow 3 gate collision accuracy improved
- Cold Icicle spawn locations more balanced across the top of the stage
- New match-end freezing code has been implemented to hopefully improve stability. Players now have horizontal control if frozen while airborne until they land.
Bugs fixed
- Sliding on the same frame of landing no longer zips the player through the floor
- Kill counts are now accurately tracked when attacking a player who takes extra or reduced damage
- Proto Stage 2 jumpthrough platform collision detection improved, particularly the area between the NORMAL and DIFFICULT text
- Proto Man no longer regains EP when reflecting Crash Bombers
- Proto Man can no longer use attacks during a shield bash
- Riding Rush/Proto Jet out of water is now detected as leaving the water
- Landing on Rush/Proto Jet no longer saps EP in Power Gear mode
- Mega Man can no longer avoid pausing with thrown weapons (e.g. Metal Blade) by firing a buster shot just firing the special weapon
- Mega Man no longer loses his charge shot if released while throwing a stolen weapon (e.g. Metal Blade)
- Mega Man can no longer use Time Stopper if time is already stopped
- Eddie now properly teleports out if spawned inside a wall, rather than spawning and releasing an item that gets stuck further inside the wall
- Cut Shurikens now stick into Metal Conveyors, blocks on Air 2, Air Demons, and blocks on Mecha Dragon
- Cut Shuriken now sticks and sinks into quicksand
- Cut Slash no longer destroys icicles on Cold 2
- Quick Man’s victory animation now reflects the correct color
- Crash Bomber and Cut Shuriken collision on TopSolids have been made more accurate
- A Flash Man who is in the Timestopper animation when another Time Stopper triggers is now properly stuck in Time Stopper
- Flash Man gatling now pauses properly during a Time Stopper
- P4’s Heat Barrage shield can no longer be deflected/pinged
- Wood Man’s Leaf Shower is now properly cancels when transporting
- Wood Man can no longer slide around during Leaf Shower if using Leaf Shield on the same frame
- Wood Man can no longer throw Leaf Shower leaves during Time Stopper
- While riding a chicken, Wood Man can no longer change direction or dismount during Time Stopper
- Shadow Man no longer drops through jumpthrough platforms (Wood2, etc) if fast falling a few pixels above the floor
- Pharaoh Man charging effect now behaves properly if the player is frozen and subsequently hit during a Time Stopper
- Pharaoh Man can no longer punch (without animation) while charging S1
- Pharaoh Man no longer loses his fast air speed when jumping out of a slide
- Tomahawk Man no longer locks up if he lands in the middle of an aerial attack and jabs on the first frame after landing
- Tomahawk Man can no longer use his aerial attack simultaneously with a feather/tomahawk throw, which resulted in abnormal behavior
- Tomahawk Man mashing S1 no longer restarts his throwing animation without releasing a Silver Tomahawk
- Tomahawk Man now cancels his jabs and smash attack if he’s airborne
- Tomahawk Man’s Smash attack now behaves properly when he is hit during the charge
- Tomahawk Man can no longer use his up-S2 attack while smash attacking
- Cold Man’s charge shot is no longer erased if the shoot button is released during a throw
- Met Man can no longer cancel the pause of his low shot by first firing a spread shot
- Met Man can now use rapid low shot in Power Gear mode
- Met Train collision detection corrected to allow proper turnarounds against a wall
- Met Train no longer destroys enemies while teleporting
- Met Train can now be summoned on quicksand
- Met Dispenser no longer deflects non-deflectable weapons as it’s coming online
- Tango, Met Train, and Met Heli are better tracked for accuracy calculations
- Score Mode time GUI no longer visible when looking at keyboard controls and move list
- Boss Health no longer visible when looking at keyboard controls
- Players no longer sink in quicksand during time stopper
- Alien resurrection on Wily 3 no longer triggers music to comes back on if background music is disabled
- Wily Machine 2 now behaves properly while paused (shot timer no longer progresses)
- New characters’ Boss records are now loaded properly for Wily Machine 2
- Players can no longer gain health/energy via an item (such as from Eddie) while respawning, which would softlock the character
- Invulnerability flickering is corrected to alternative between 2 frames visible, 2 frames invisible. A bug was causing it to be 3 frames visible and 1 frame invisible
- “Damage dealt” counter now takes opponent’s damage modifier into account
- Boss health bar and clock no longer appear on the mid-match keyboard controls screen
- Item drops no longer get stuck in the air if they rise above the top of the screen
- CPU Options in practice mode now work properly again
- Power Gear fixes
- Proto Man’s Shield Bash no longer consumes EP
- Proto Man’s charge shot is now instantly charged
- Rush Jet and Proto Jet no longer consume EP
v1.1.1
Enhancements
- All player controls and any keyboard press can now be used to advance the Intro/Title screens
- Skipping the score tally in Score Mode is now triggered by a single button press
- The score tally in Score Mode now goes faster when not skipped
- CPU Difficulty now displays on Score Mode victory screen
- Rematch option added to Score Mode
Mods/fixes
- Tomahawk Man can now only use one attack per slide
Bugs fixed
- Colors on Bubble Man's new victory animation have been corrected
- Colors on Proto Man's new victory animation have been corrected
- Tomahawk Man can no longer wavedash while Smash attacking and jabbing
- Tomahawk Man no longer softlocks when jabbing on the first frame after landing
- Jabbing with Tomahawk Man now works out of a wavedash
- The game no longer crashes when some projectiles impact a Proto Jet
- The game no longer crashes at launch when the save file is on Version 1.0.4
- Using a long/short TimeStopper at the same time as another Flash Man no longer crashes the game
- Score Mode now uses proper colors when playing a ditto match
v1.1.0
Enhancements
- 7 new characters - there are now 18 total! (3 are secret characters)
- 21 new stages - there are now 54 total!
- Score Mode has been added! Play in the tournament and land the top score!
- vs CPU Mode has been added! Play against a CPU in a normal versus match.
- New single player menu has been implemented! Access Boss Mode, Score Mode, and vs CPU.
- Starting health can now be changed. Get your weapons ready for sudden death!
- New Victory Animations have been added
- Hitstun canceling has been improved! Prior to this version, hitstun canceling would result in the normal 30 frames of invulnerability regardless of when the hitstun was canceled, delivering little value to the technique. Now hitstun canceling adds the canceled time to the 30 frames, so upwards of 55 frames of invulnerability can be achieved on a normal hit (since you cannot hitstun cancel until frame 5).
- Up/down/left/right has been added to controller configs for controllers whose dpads weren't reading correctly. Pressing ESC during the up/down/left/right section skips ahead to the button configs for controllers without a dpad.
- Practice Mode now starts up faster - no READY, no poses, no health fill
- Page number added to stage select screen
- When backing out while picking CPU color, it will deselect your color. If picking your own color, it will cancel color selection and only deselect the CPU. It no longer completely resets to picking your own character.
- Credits screen has been added
- Zip files has been cleaned up for easier access to the .exe
Balance Changes
- Mega Man can now summon Rush and Eddie at the same time
- Mega Man can now use TimeStopper in the air
- Metal Man can now use homing attacks out of normal jump
- Metal Man Conveyor EP spend 6 -> 3
- Holding down now lays Bubble Lead on the ground, allowing it to squeeze into a sliding space
- Bouncing Bubble now sticks to walls instead of dissipating
- Quick Man max Quick Boomerangs reduced 4 -> 3
- Crash Man inflicts decreased invulnerability frames delivered on homing shot, leading to a combo into explosion
- Decreased detonation timer on homing bombs
- Flash Man can now use Gatling on ladders
- Flash Man Gatling startup delay reduced 20 -> 10 frames
- Flash Man TimeStopper EP reduced 14 -> 10
- Flash Man double-jump speed reduced when used underwater
- Wood Man Leaf Shield despawn timer reduced 2.5sec -> 2.0sec
- Wood Man EP spend on Leaf Shower reduced 3/leaf -> 1/leaf
- <secret character 1> can now shoot while sliding
- <secret character 1> can now cancel his Hot Shield (the one that slows him down)
- <secret character 1>'s Hot Shield now gives him super armor (no knockback)
- <secret character 1> can now use Hot Shield while using Hot Aura. Hot Aura is canceled when this occurs.
- <secret character 2> now requires sliding into a Cold Block to bounce it
- <secret character 2>'s Cold Block now shatters on the fifth wall impact
- Holding down now lays Cold Block on the ground, allowing it to squeeze into a sliding space
Mods/fixes
- The time needed to hold down specials for salty runbacks has been shortened 1.5s -> 1.0s
- Invulnerability flashing has been changed to every 2 frames instead of every other frame. This enables characters to be seen in videos recorded at 30fps, as opposed to looking either invisible or solid.
- Air Stage 2 now supports multiple stocks
Interface Enhancements
- New music tracks for the main menu! MM9 shop theme and MM10 menu join the party.
- Pressing shoot on any menu now goes back a screen
- Character and color choices are now remembered from the last selection when starting a new match
- P2-P4 can now leave the character select screen by pressing Start
- Greater likelihood (~20%) of landing MM1,MM3-6 character select themes (since additional characters are now available)
- All players can now control menus
- Pressing start while paused now unpauses rather than selects an option
- Exit Game option in pause menu has been replaced by Change Controls
Bugs Fixed
- Mega Man TimeStopper EP use corrected
- Mega Man properly plays the sound when charging Atomic Fire
- Quick Man no longer has a long wavedash when in slow-mo mode
- FlashTimeStopper timers are fixed for P2-P4
- Salty runback on WM2 no longer softlocks the game
- Salty runback has been removed when you win against a boss.
- Deflections now freeze when the game is paused
- Improved scrolling code implemented for better stability
- Improved platforming code implemented for better stability on jumpthrough stages like Wood 2
- Characters no longer bounce when a rising platform stops moving
- Head icons now display properly on Boss stage select screen
- Pressing random while viewing tips now only clears the tips screen
- Softlock character bug fixed (when player would slide right after throwing a projectile)
- Posing during an active time stopper no longer locks your character
- Proper music now plays when Alien resurrects on Wily 3 with Battle Music enabled.
- Disabling pause now only affects vs mode. Practice/CPU/Score modes will still allow pausing.
- Many minor graphical issues have been corrected
v1.0.5
Bugs fixed
- Squad Mode no longer auto-joins P3 when joining with P2
- Players no longer enter into perpetual 1-frame falling states while riding Rush through a jumpthrough platform (like on Wood 2)
- Players no longer hover while walking on top of Rush (i.e. spawning Rush over a gap/pit and walking straight into him rather than jumping onto him)
- Keyboard slide button now saves properly
- Enemy explosions are no longer affected by Time Stopper
- Alien shot now behaves properly during pause
- Pressing down while standing on top of a ladder no longer snaps characters to the ladder
- Practice-mode CPU no longer rapidly turns around while P1 is standing directly on top of it
- Fixed a bug where matches would end in a draw if the losing player lost his/her last stock while the winning player was waiting to respawn
- High jumps now end when grabbing a ladder (preventing unexpected behavior)
- Wily Machine 2 and Alien projectiles are now properly affected by TimeStopper
- Flash Man and <secret character 2> now walk properly on ice (moonwalking effect removed)
- While holding back on the character select screen by one player, other players can no longer cancel the countdown by releasing their shoot button
- Boss clock now properly maxes out
- Fixed a bug where Heat Man could be hit during Heat Barrage, which would permanently lock him in the Heat Barrage animation
- On autoscrolling stages, Heat Man's heat barrage no longer pushes Heatman backward after it ends
v1.0.4
Enhancements
- Squad Mode has been added! Pick a squad of 2-9 characters that alternate between stocks. Build the best squad and go for the win!
- Menu has been rearranged slightly. Arena/Teams/Squad are now behind the Versus option, and stock count can be changed in this menu as well. Boss Mode now goes straight to character select, where other players can join.
- Menu controls been enhanced to allow for using left/right to change options
- Player count has been removed from the options. Players can now join in dynamically, in any order, at any character select screen
- Players can now grab ladders by pressing down
Bugs fixed
- Metal Man is (once again) no longer affected by conveyor belts
- Metal Man is no longer affected by ice if he places a conveyor belt on top of ice
- P2 controls are no longer active in Practice Mode unless Player Control is selected
- Wily Boss (Arena Mode) no longer crashes when selected
- Leaf Shield no longer creates phantom reflections after getting reflected, itself
- Slide button can now be remapped on controllers - Mega Man can now use <secret character 2>'s stolen weapon while in the air
- Smoothed out ladder getup animation (no longer one frame of jump sprite)
- Getting hit while posing now properly resets the pose timer
- Pressing Start to select P2 in practice mode no longer deselects P1
v1.0.3
Enhancements
- New platform code added via Mega Engine 1.7 to improve stability around collisions
- RushJet no longer locks players in the jump animation when passing through them on moving stages
- A slide button has been added! This can be configured in the controls menu
- Teammates can now steal stocks if there are stocks available to share! Hold Jump+Shoot to steal a stock.
- Salty runbacks now save statistics
- You can now pose while wavedashing (momentum will persist)
Balance Changes
- P1/P2 starting positions balanced on Crash 1, Wood 2, Air 1
- Visibility slightly improved on Air Boss
Bugs fixed
- The game now properly saves character colors when setting records in Boss Mode.
- Boss Mode Alien record times are now reporting correctly
- Mega Man can now use <secret character 1>'s stolen power while in the air
- P4 pause menu color has been corrected
- Crash Bomb no longer racks up 100s of damage when hitting enemies like Met and Big Fish
- RushJet now disappears when the match is over to prevent glitches with teleporting out while riding on him
- Quitting during phase 2 of a boss as Crash Man no longer crashes the game
- Better collision detection for spikes on moving stages (sometimes the player would survive touching a spike)
- Players can now wavedash while facing up against a wall
- The Alien no longer has a hurtbox while dying on Wily Boss Stage (Arena Mode)
v1.0.2
Enhancements
- Stock count has been added to Arena Mode! Change stock count in the options menu. If the original MMA experience is desired, simply set the stock count to 1
- For right now, stock count is set to 1 on Air Stage 2 due to difficulty in spawning on a moving stage. This may be remedied in the future
- Salty Runbacks have been added! Hold S1+S2 after a winner is decided to quickly restart the match
- Note that statistics will not be recorded if this is done
- Players can now join the character select screen dynamically. Press start, jump, or shoot with a controller to join your friends!
- Flash Stage 2 has been modified to allow players to ascend on the right side of the stage.
- Practice Mode now respawns players and CPUs when they die
- 4X screen size option has been added
- Keyboard controls now stay active on the main menu when a gamepad is attached (in case gamepad controls are messed up)
- Start/Pause is now part of the controller reconfiguration
- Version number added on victory screen for Boss Mode (for speedrunning validation)
- Air Stage 3 (boss room) has been modified for more fun
Balance Changes
- There is now a 3EP penalty for first landing on Rush Jet. This prevents stalling tactics by using continuous jumps to make Rush Jet last nearly forever
- <secret character 1> Walking speed boosted to .95px/sec (was .9px/sec)
Bugs fixed
- Stats are no longer incremented when in Practice Mode
- If game is paused on last frame of healthbar filling, the energy fill sfx no longer plays forever
- Heatman charge sound now stops if charge is released while sliding
- Bouncing Bubble is now properly affected by moving stages
- Throwing a block on frame 1 of a match with <secret character 2> no longer crashes the game
v1.0.1
Enhancements
- Title screen now loops back to the intro sequence
Bugs Fixed
- Alien was only affected by TimeStopper one time
- Alien attack pattern fixed, would sometimes shoot at the wrong times
- Eddie items can now be grabbed by other players after 20 frames (was 100 frames)
- WM2 debris would sometimes not stop (especially if WM2 was eating a Crash Bomb when health hit 100)
- Typo fixed in tips
- <secret character 1> Move List has been corrected
- <secret character 2> Can now defeat bosses without crashing the game
- Player can now press ESC to quit controller config mid-config
- This helps when a controller is attached to the PC but the user can't find it... haha
- Select/Back is now part of the controller reconfiguration
- In Wily Machine 2, pausing after entering the transporter would softlock the game
- Heat Man transporting while starting heat barrage would turn him into a permanent heat barrage
- Intro animation has been sped up (extra sped up in Boss Mode)
- Collision detection on Heat Barrage has been improved.
- Pausing on certain boss frames would cause erratic behavior
- Reflected Crash Bombs would sometimes create explosions at the location they were reflected
v1.0.0
Welcome to Mega Man Arena!