Information about each MerFight update

Patch Notes

Version 1.0

This is the first major buid release! There will be no new builds for at least a few weeks outside of emergency-level patches.

CPU-controlled opponents should feel more varied on different difficulties.

Some stage optimizations were done.

Win Poses
Characters do their old win poses like before.

Story Mode Fixes
A few minor story mode fixes were made.

Replays after this build will no longer reset as long as the build is the same major and minor version numbers; for example, 1.0.0 and 1.0.1 should not clear replay data but 1.1.0 will.

Version 0.52

All achievements have been adjusted and there are new ones (Steam Only.)

Arcade mode now has a simple scoring system. You also earn one costume color (if you don't have all 8) for a character upon completion.

Updated various char effects and made them more opaque for some attacks.

Bug Fixes
Attract Mode now chooses more than just Odon's stage.
Updates VFX shader that was causing some, such as Drargos's, VFX to be nearly invisible.

Version 0.51.2

Bug Fix

Fixed a small bug with the outline shader that affected a few costumes (specifically, Arctina's "Abyss" costume.)

Version 0.51.1

Art & Optimization

Major art style revamp to both stages and characters. These settings can be adjusted in the Quality Settings menus, which should save properly when leaving.
Optimized all stages.
Optimized some particle effects to reduce the number of unnecessary draw calls.

Bug Fixes

Gamma's claws should highlight properly when charging
Fixed some strange interactions between Rho's counters and characters when performing reversals and when armored.
Updated Arctina's 20th challenge combo -- it was not only very difficult but the final hit didn't register.
Block and Punish should start on page 1 and not 12.

Version 0.50.3

Fixed Gigi's Challenge Combos.
Version 0.50.2

Bug Fixes
Fixed a challenge combo typo
Arctina's armor should go away when resetting in training mode.
Fixed the audio issue in the Frozen Arena stage.

Version 0.50.1

Bug Fix
Fixed a softlock bug that occured when both players picked the 8th color of the same costume.

Challenge Combos
All characters have 20 challenge combos.

Block & Punish Combos
Some combos updated so Enjellique can complete all challenges.

Story Mode
Fixed an issue where some rewards would not unlock.
All available costumes should be unlockable now. Note, if you already completed story mode, the rewards should all pop-up when reopening the mode.

Locked Palettes
All costumes and palettes are now locked appropriately.
Complete story mode to unlock costumes.
Complete challenge and block & punish challenges to unlock color palettes.
1 palette for every 5 challenge combos or 1 palette for every 3 block and punish characters completed with another character.
Once a palette is unlocked, it is unlocked for all costumes.

Decreased the wipeout values on some attacks.

Music loads different songs depending on the character and mode. Music selection coming soon.
Version 0.47.2

Story Mode
Gigi, Altas, and Odon Story Modes available, unlocking new costumes for Odon and Atlas.
Two New Stages: The Abyss and The Arctic to unlock.

Bug Fixes
Removed shadow mask mode from quality settings, removing "Shadow Distance" mode, which should fix some visual bugs.

Beach Fun Costume for Enjellique!

Atlas "Double Pillar Bug" should be fixed.

Arctina "Perma-Armor" bug should be fixed.
Added more hurtspheres to JHP, CHK, CHP, SHP, and Overhead to make them less disjointed.

Shark Spear now moves 66% less horizontally; Rising Shark Spear moves 50% less horizontally.
LP Falling Hammer no longer ground bounces.

When performed in the air, Eel Roll now descends.
When perform change moves, the respective charge resets (applies to Odon and Gamma as well.)

Crouching LK start is now 5
Standing LK is +2 on block.
Crouching LP is -1 on block.

Standing LK is +1 on block.

Version 0.46.2

Slight bug fixes concerning the announcer VO.

Version 0.46.1

Gigi's story mode should be working properly; note, you may have to repeat some battles if you played previously.
All characters should have 8 colors per costumes.
New Naeco costume can be unlocked through Gigi's story mode.

Version 0.46.0

A new announcer has been added to the game! Volume can be adjusted in options menu.

Localization WIP
Localization option is available. Note, Korean only applies to the main menu for now.

Icicle VFX changes slightly.
CHK has a start-up of 16 frames, SHP 15, and SHK 12.

SHK and SHP's guard and hit advantage have been swapped.
Charged JHK does 70 damage.
Light Manta Blade hit adv. increased by 1.

SHP startup increasd by 1 frame.
CLP is now +1 on block.
JHK start increased by 1 frame.

LP Shark Spear is 0 on hit and starts-up 1 frame slower.
JHK start-up increased by 1, active frames doubled.
Super Shark Bomb start-up increased by 1 frame.

SHP and CLK guard advantage swapped.
JHP active for 14 frames.
Tentacle stretch guard adv. is 0.
Super Molluscabomber start-up reduced by 1 frame.

Damage on Venom Dance, Vecnom Stab, etc., reduced.
Venom Dance guard avd. is -9; Venom Stab is now 0 on guard.
Infectios Orbs damage reduced
CLK damge lower
CLK and SHK guard swapped
Fixed a bug where a hitsphere was missing on SHK.

Final Punishment guard adv. reduced.
CLK and SHK guard adv. swapped.

CLP is now listed as a low.
Omega Crustacean Slam start-up increased by 1 frame.
JHK startup increased by 1 frame.

LK Sphex Spear guard adv. increased (but still negative on block.)
SHK is now +1 on block.
Miles Push startup is now 6 frames.
SHK Startup increased to 13 frames.
Volitans Dive hit adv increased from 2 to 5.
HK Volitans Dive is now -11 on block
HK Volitans startup is now 14 frames.

Uncharged Double Smash damage reduced.

Version 0.45.2

Bug Fix: Removed the histogram debugger from Drargos's stage

Adjusted JHP from 12 start-up, 6 active to 14 start-up, 4 active.

Version 0.45.1

Actually fixed Gamma's Falling Crab Explosion bug (again hopefully.)
Update character select and in-game portrait art.
Locked some costumes that were not meant to be exposed. (Sorry Atlas fans.)
Slight change to make HCB a bit easier to perform, even with lenient input off.

Version 0.45.0

Major graphics overall in the shaders used for the game. Uses a more stylized concept. Some characters need some refinement as well as stages.


Fixed some issues with Omega Pincer Drill; the charged version can now work if {4} is held and not {2}.
Crab Roll should not override Falling Crab Explosion as often (hopefully)

Version 0.44.12

Hotfix for some story mode bugs including a soft lock as well as a Reward Pop-Up effect.

Version 0.44


All challenge combos should be doable. Atlas now has 20 challenges. The rest of the cast will get 20 soon.
Matches no longer begin with 1 Pop.
Aerial Pop Cancels should work in the expected direction.

Story Mode
Gigi's story mode is now available! The hope is that before July, the rest cast's story modes will be complete, including improved AI and unlockable content.


Octonia's Octoga Bridge no longer causes wipeout and returns to idle on completion.
Octonia's Deadly Octopractor can now catch airborne opponents; is can be done multiple times in a row, but increases scaling if used more than once in a combo.
If Octonia is backfacing during Octoga stance, she should go in the expected direction when Pop Canceling.


Antennata will now disappear after 10 seconds.
Drargos's Demersa Ossa is shorter, allowing for combos after.
Miles Push and Miles Swap end 5 frames sooner, allowing Drargos to perform different combo routes afterwards.


Gigi can now control her movement during Puddle Hop with {4} and {6}.
Gigi's CHK's range shortned slightly.


Shocking Cannon is about 10% smaller.

King Rho

JHK will automatically launch into the groundbounce version is {14} is charged long enough.
King Rho's Arctic Halo has been replaced with Arctic Reflect, which allows him to reflect some projectiles. Note, the VFX will be updated later.
Arctic Snap will now perform the long range version if King Rho's opponent is frozen.


Gamma's Pincer Sharpen has now been replaced by Crab Roll, a low-profile attack with long start-up that wall bounces.


Atlas can now perform Blessing and Punishment in the air
Atlas's Glyphis Dash hitbox moved much lower.

Version 0.43.0

Most attacks that are minus are block are more so now by about 3-6 frames.
Damage for all supers has been lowered to about 140 on average, depending on how easy it can be combo'd from.
Scaling system revamped, attacks do about 10% each (some divided if hit multiple times)
Pop Cancels only reward a 10% scaling reduction instead of 50%.
Removed Strike's air throw specials (did anyone ever use them?)
No tutorial should softlock now (tho some may need to have their text updated.)
Added Depth of Field and Color Grading to environment post-processing -- please let me know if you encounter performance issues with these.
Reversals can only be peformed durin the first 15 frames of getup. You cannot (or should not be able to) cancel reversals into supers.
Drargos's CHP hurtbox's adjusted
Naeco's CHP hurtbox's adjusted
Enjellique should no longer be able to Jellspear from jump instantly and repeatedly -- land has frames now.
When a controller is disconnected, players will have 30 seconds to connect a new controller or the game will reload to the splashscreen.

The Treasury

I'm going old school with this!
Enter a 6-digit code into The Treasury to unlock various things in the game. So far there are only three codes. Can you find them? More will be added over time.

Version 0.42.2


Characters get i. frames after reversal regardless of being wiped out or not beforehand.
Removed weird coral elemental thing from Atlas's stage.
Various adjustment to character wipeouts for all attacks, especially Strike's Shark Spear and Falling Hammer (they were very low.)

Version 0.42.1


Fix to armor state; pushback is no longer applies on hit.
Small adjustments to wipeout and damage for various characters. Goal is that every char. can get a little over 500 dmg when using 3 resources in one combo (3 meter, 2 meter + 1 pop, etc.)


Proper scaling applied to normal throw.

Version 0.42.0


The winner (in player versus player) can now skip mid-match win poses (animations pop a little, which will be addressed later.)
Major adjustments to scaling. Scaling is 1.1x times greater than the wipeout contribution for most moves.
Pop cancels now reduce scaling by 50 percentage points instead of adding to scaling.
Normalized wall bounce and ground bounce hitspheres for all characters (Gamma's are 1.067% larger).
Attempted to make the super KO effect show up more accurately.


Overhead startup increased from 22 frames to 23 frames.


Overhead startup increased from 18 frames to 23 frames.


Overhead startup decreased from 25 frames to 23 frames.


Overhead startup decreased from 28 frames to 21 frames.
Venom Upper now launches slightly higher.
Naeco's Infection LP+HP now turns 10 energy bubbles into poison bubbles (similar to how Drargos's old LP+HP used to work.)

Version 0.41.0


Players can now ask the host to change the stage. A small pop-up should appear near the requesting player.
When changing servers, spectator status should remain.
All supers, on average, should do approximately 10 points of wipeout.
Stages should no longer have artifacts when being disabled.
Camera tracks highest player slightly more.
Both players start with one pop gem on match start.
Pop Guards and Pop Pushbacks will use meter or pops, whichever is higher.
Lenient Input status is visible and can be toggled on character select.
Big giant shadow from Gigi's stage should be fix.
Combo count is not factored into Wipeout values for super moves, only normals and specials (may remove entirely but we'll see.)

MAJOR Reversal Change

All reversals are no performed using LP/HP OR LK/HK depending on the character and can only be performed during getup animations, not roll.
Characters only have ONE reversal that cannot be pop canceled from but can be super canceled from.
You can quick rise and perform your reversal.
Rolls now last ten frames longer.

JHP start increased by 2 frames and slight hitsphere adjustment so it doesn't reach as far.

Eel Cannon is only +5 on hit instead of +7
Charged HK Eel Roll is slower.
Shocking Eel Roll tracks opponent for better consistency.
Shocking Eel Cannon only last 3 seconds instead of 4.

Only turns invisible when using Leaping Shark with full meter.
Super Shark Catcher can now catch players who have been hit, but damaged reduced to 180 from 300.
Slight reduction on Super Falling Hammer's hitsphere.
Leaping Shark hitsphere adjusted to catch crouching foes more easily.
Alt. color added for second costume, more to come.

Angler Dive hitstun reduced so it is harder to combo heavy attacks into.

Rho will flash blue when JHK is fully charged for ground bounce.

Drargos's wall does not disappear on block or hit, only on knockdown (or spinout, etc.)
Drargos's Spear Kick super startup increased by 2 frames.
Slight SHP adjustment so it can hit courching opponents.

Infectious Venom Knee has an alt. ending: Infectious Venom Knee Arc, which can be performed by holding down during Infectious Venom Knee. Best if used in the corner, but does less damage.
When poisoned, players cannot collect energy bubbles.

Altas's LK stomp is now +3 on block.
Altas's HK stomp launches slightly higher.
Atlas's super anti-air kick now vacuums in slightly, making it more consistent.

Slight Foretold Slash is now less safe on block.

New alt. color for costume 1.

Version 0.40.3

Fixed Odon's tutorial; players should be able to complete it now since Dashing Mantis Counterfeit has been removed.

New graphic added when a player has been KO'd by super move.

Version 0.40.0

General Updates
Slight change to costume selection. Left and right change costume; up and down change color.
Fixed a memory leak that caused the game to crash after 120 matches or so; unfortunately, 32-bit version of the game had to be cut for now.
Button config should not update when opening on character select.
Button config can now be reset to default.
Throws should look correct, even if grabbing opponent's facing the same direction as the throwing player.
Player 2 selection should revert if character select is left early.
Arcade Mode no longer allows player 2 to join
Slight CPU adjustments (they shouldn't throw break as often.)
Updated the disconnected controller ui
CPU Difficult cannot be adjusted for versus player vs player matches

Bug fix: Should no longer gain "infinite" armor if thrown out of Frozen Defense.

Bug fix: Should no longer be able to create two walls.

Jump HK can be charged; will not ground bounce if uncharged. Charged will groundbounce regardless if the opponent is airborne or not.
Manta Blade and Manta Blade Barrage can be performed in the air.
Manta Blade Barrage "vacuums" opponents, making it more consistent.

Shocking Roll "vacuums" opponents, making it hit more consistently.
Eelctric Leap's radius is 5 times larger, making it hit more often.

Trillion Color Chisel "vacuums" opponents, making it hit more consistenly.

Version 0.39.1

General Updates
Simplified quality settings
Added FPS Counter
Locked Story Mode temporarily
More fighter titles; each character now has 3.
Updates the UI to make Pop Cancels more noticeable.

Stage optimization
New stage artwork for Octonia, Gamma, and Enjellique.

Updates the VFX for Gamma, Naeco, Enjellique, and Drargos.
Changes how Gamma's charge effect looks as well as Bolt's.

Eel Charge now has a hitbox and can neutralize projectiles.

Antennae will disappear after Drargos blocks or is hit.

Version 0.38.0

Various changes to all characters were made during this latest update. Unfortunately, specifics were not well maintained; however, the new Training Mode tools should help explore them better.

Training Mode
Players can now view frame data in training mode by changing which is displayed.
This data had to be entered manually, so there may be inaccuracies. If you find any glaring one(s), please email
Players can tick through frames of the game by using the "Frame Explorer" in training mode.

Happy Halloween!
Four New Costumes Have Been Added

  • Witch Enjellique
  • Angler Fish Gigi
  • Superhero Odon
  • Businessman Drargos
Additionally, new colors have been added for Gigi, Arctina, Atlas, and Gamma. The goal is to eventually have it so each character has about 8-10 colors per costume.

I wanted to do more seasonally-themed work, but due to COVID, I was unable to.

Version 0.37.0

Updated various VFX: Hitting, jumping / landing, dashing, and block VFX now has a "blue" (safe) and "red" unsafe version. NOTE these are ot 100% accurate, but should help.
All character damages adjusted. All normals and specials should do between 40 and 80 damage. Supers should do about 150 to 300 depending on various factors.
Scaling system has been adjusted slightly. On average, normals increasing scaling by about 2%; specials 5%, pop canceling by about 7.5%, and supers 10%.
All VO has been cleaned up and rebalanced.
Wipeout meter no longer increases when hit while armored.
All attacks that were previously minus are now even less on block! Happy Punishing!

Coming Soon
Not in this version, but more accurate frame data display or chart.

New challenge combo.

Strike's reversals are now Shark Leap and Shark Catcher, not Shark Spear and Rising Shark Spear.

Artful Spin and Artful Dodge now have more i. frames on start-up.

Version 0.36.1

Throw break now plays a new visual effect when occurring.
Throw breaks window has been increased from 4 to 8.
Block VFX has been updated.
Reversals can no longer be pop canceled.
All stages have been updated slightly, but are not anywhere near finished yet.

Drargos's projectiles now have a temporary "starfish" in them to prevent them from disappearing on darker stages.
Drargos's projectile now play an SFX after reflecting off walls.

Both versions of Arctic Rising now last longer.
HP and CHK are now 5 frames longer cooldown.

Version 0.35.0

Fixed a bug regarding blocking ending too early and guard pops not working properly.

Mechanic Changes
Guard Pops have been replaced with Pop Rolls (HP+HK) and Pop Pushes(LP+LK). Pop Rolls will ALWAYS roll the character forward, and Pop Pushes will always push the opponent away from the player.
Lenient Input can now be disabled from the Button Config screen.

All stages are now selectable; however, these are all WORKS IN PRORGESS and will be improved by end of August.

Atlas can now only enter Final Punishment from Final Blessing, but can do so by simply pressing LP+HP.
If Atlas enters Final Blessing and a healing beam is active, it will move to Atlas instead.

Version 0.34.4

General MerFight should now run on 32-bit machines.
Test to try and improvement long play sessions online.

Octostunner should now grab armored characters
Octonia can no longer cancel from Octoga Stance attacks to special moves, supers only.
Fixed double-super bug after some special throws such as Octostunner.
Attempted to address audio issue Atlas versus Naeco match-up.
Pop Canceling should be easier to perform now as it was not calling the proper functions during some attacks such as Manta Blade.
Attacking during pop cancel start-up should feel more consistent.
Guard Popping should be easier to perform.

Version 0.34.2

Training Mode

Players who do not have Back/Select/Rightsticks can now reset in training mode by double-tapping their pause or start button.
For recording training mode actions, players without the previously mentioned buttons can press and hold right or left shift on their keyboard to begin / end recording.

Version 0.34.1

All characters officially have voice over in game! Note, all VO needs cleaning, balancing, etc.
Reversals can now be performed during wake-up regardless if wiped out previously; however, you cannot quick rise or roll when in a hard knockdown state. This is explained the Defense II tutorial.
You cannot perform reversals while rolling from wakeup.
Fixed bug with captions not being displayed properly sometimes.
All attacks that cause hard knockdown show the Wipeout pop-up now.
Fixed a few bugs making sure all reversals have the same number of i. frames on start-up; reduced that number from 12 to 8 frames.
Fixed a bug in which multiple supers were canceled at the same time.
In attempt to address a training mode soft-lock bug, players can no longer pause when recording opponent behaviours. Pausing can be resumed when recording is finished.
Sped up the time between recorded actions being played back.
Characters with armor (Gamma, Atlas, Arctina, Enjellique, Rho) will have a metallic effect applied when armor is active.
Characters will flash light green when recovering in the air.
Matches start 2 seconds after "Lap #" is displayed instead of 1.5 to reduce the amount of time "Dive In" obscures the screen on round start.

Odon can perform Mantis Counterfeit by pressing LK or HK during Mantis Punch or Mantis Upper; charge {4} to {6}+LK/HK has been removed.
New costume color

Change to Standing HK animation -- same frame data and still puts Drargos in an airborne state.
When performing Mombasae Hang, Antennata is resummed behind Drargos.
When performed in the air, the angles of Radiata Sphere have been changed. LP is more horizontal; HP is more vertical now.

Naeco & Gamma
New costume colors

CHK does not launch as high, so some special cancels don't work anymore.

Arctina has new anti-air moves, Rebuttal ({2}{3}{6}+LK) and Balanced Rebuttal ({2}{3}{6}+HK), which are used as her reversals.
Herald Combination has changed drastically.
Increased the number of armored frames for Frozen Defense.

Octoga Bridge and Octoga Flip can be performed using Charge {2}, {8}+LK or HK respectively. These are also her reversals, replacing Octolariat.

King Rho
Arctic Halo no longer freezes opponents, but all counters (Base, Peak, and Royal) do.
Freeze status when hit is now active for 5 seconds after Base and Peak counter; 10 seconds after Royal.
Frozen Roundhouse will now wall bounce airborne opponents.

Version 0.33

All Universal Overheads ({13}+{14}) adjusted to hit crouching opponents more consistently.
Slight story mode intro update (first scene is a dialog instead of scrolling text)
Lobbies can now have 20 players instead of just 8.
Excluding Arctina's, post-processing has been disabled or simplified in several environments, which will all be redone / retouched at a later date.
FIX: KO echo should no longer remain on after a false-positive KOs due to rollback.
FIX: Issue where some characters had 20 frames (instead of 2) of kara cancel on crouching normals.

Training Mode
Players can now set how many pops and how much energy they start with when resetting.
Fixed a bug that soft locked the game is paused when recording P2 inputs.

FIX: Atlas can now dash when a healing beam is up instead of activating it.

Slight scaling adjustments on CHP, SHP, and SHK.

Reduced hitstun on Volitans Dive.
Reduced damage on Volitans Dive; both {13} and {14} do the same amount of damage now.
Fixed various bugs when Antennata is summoned, especially in Drargos mirrors.
Antennata will disappear if Drargos is knocked into wipeout.
Spex Spear {13} no longer results in a backflip and is unsafe when blocked.
Increased size of crouch hitspheres.
Miles Push and Miles Swap are now performed with Half-Circle Back ({6}{3}{2}{1}{4})

Omega Lobster's Dance pulls opponent in on hit, which should improve its reliability.

VFX redone
VO implemented
Arctic Halo now "freezes" opponents. When frozen, an opponent's hit stun will last longer.
The first hit of Manta Blade does not launch as high anymore.
Manta Blade Barrage pulls opponents in and should be more consistent.
New attack Frozen Roundhouse Unique ability ({13}+{14}), which replaced Hidden Manta Blade. Rho charges, gaining armor, and then unleashes a kick that
freezes his opponent on hit for 5 seconds.
The follow-ups to Peak Counter, Base Counter, and Royal Counter will freeze opponents for 3 seconds.
Super flash doesn't occur on Royal Counter unless the counter is successful.

FIX: Naeco's air projectile now has hitspheres.
Removed coral from environment.

When using Floatation Technique, Enjellique will drift to the top of the screen if she is above it.
Enjellique can no long Pop Cancel after Jellspear Sequence.
Enjellique now swaps elements when performing Jellemental Magic in the air.

Version 0.32.4

Fixes & General Updates
Normal and Special move canceling should be much easier now.
Mouse cursor should not hidden when in windowed mode.
Attempted to address online issues by not allowing players to be "ready" if the application is not focused.
Reduced the amount of energy gained when performing proper input.
Disabled players from gaining energy right after performing a pop cancel for 120 frames.
Changed the color of energy bubbles so they don't disappear on Drargos's stage.
Applies to Gamma, Odon, and Bolt: Lenient input for all charge attacks are now {4},{6} or {2},{8} instead of just {6} or just {8}.
Discord link now accessible from the main menu.
Black screen before a match has a loading icon to show the game isn't hard locked when playing online.
Wipeout meter increases by a value of 2% for every hit starting after 15 regardless of pop cancel use. So 15+ hits, 2%; 30+ hits, 4%; 45+ hits, 6%, etc.
Story Mode is now accessible. There are 4 battles total for now.
IL2CPP compilation and other various optimizations made

Blessing appears a little closer to Atlas instead of in between him and his opponent.

Gigi's VO now all implemented (still needs clean-up and volume balancing)
All 20 of Gigi's Combo Challenges Available.
Esca Flash now does damage and contributes to wipeout.
Angler Dive (LK) does more wipeout now.
New VFX.

CHP is more negative on block.
Herald Combination does one less hit and should be more consistent at juggling.
New costume color.
Arctic Rising LK is does not extend as high but stays on screen longer.
Arctic Rising HK reaches higher but does not stay on screen as long.

Glacial Fist is active for 10 frames instead of 5.

Octolariat is her reversal now.
Super Octolariat's first 4 hits are a true blockstring now.

Infectious Dance does fewer hits.
Venom Upper does not launch has high anymore.

Gambler Wave upgrades only when Strike has three bars of meter instead of one; it does more damage and is larger but only hits once.
Attacks that turn Strike invisible will only do so when he has three bars of meter instead of one.
Super Gambler Wave pushes opponents further away.

Jellemental Swap now acts as an armored parried.
Elements swap when using Jellemental Magic like in earlier versions.
The trajectory of the ice elemental project now launches upward instead of acting similarly to lightning like before.
Jellemental Fury throws out fewer projectiles.

Odon has Dashing Mantis Counterfeit again; however, it is now a charge attack instead of {2}{1}{4}. If fully charged, Odon will travel farther.

Version 0.31.8

Fixed a number parsing on machines using non-English languages that caused just a music looping issue.
Drargos tutorial should now work properly.
Fixed a typo in Gamma's tutorial.
Fixed a simple typo in Offense III tutorial.
Added a new Super Intro SFX
Version 0.30.7

Small bug fixes that prevent some soft locks in online lobbies
Players can switch server region from within a lobby -- may have some issues

New alt. color schemes/shader for Naeco, Gigi, and Strike.
Addressed issue with blocking not working when facing the same side as opponent.

Eel Cannon does less hit and block stun.
Eel Roll does less block stun.
Uncharged Eel Cannon move at the same speed as charged one, but do not last as long.

Gamma's CLP is no longer a low
The heavy version of Gamma's Lobster's Tail launches at the same height as the light version.
Omega Crustacean Slam does less wipeout.

Attempted to address Chisel Kick -> Chisel Kick glitch

Version 0.30.4

AI should block projectiles properly better in training mode.
AI should return to a normal state when using "Block After Hit" and Challenge modes more quickly.
Small fix to Gigi's combo trial #7.
Armored players can now be thrown.
Attempted to fix bug that shows the wrong player as the winner when playing online.
Pop Cancel freeze is no 8 frames.
Energy Bubbles cannot be collected for 2 seconds after performing a rush cancel.
New character select screen artwork and updated credits.
New tips on loading screens.
Fixed CLPs from not hitting low except Enjellique and Strike's.

11th of Arctic Revelation does more wipeout.
SLK now hits low.
Fixed double air super glitch

CHK does more wipeout
SLK now hits low.

Manta Blade LK is only +2 on hit; trials adjusted accordingly.

Attempted to address invisible wall bug.
Version 0.29.4

Hotifx - Strike no longer loses energy when invisible to prevent some infinites.

Version 0.29.3

Hotfix - turning off environment in quality settings now replaces it with a gray background instead of the sometimes blinding skyboxes
Arctina's Final Hail meter glitch addressed.

Version 0.29.2

Players can open the Quality Settings menu from in-game.
Players can turn off post-processing and environment art from the Quality Settings menu.
VO is now available! (just for Atlas; this VO can be adjusted.)
All characters now have intro animations.
Minor menu fixes, including redone command list layout
All character blocking, hit, and launched hurtspheres to be more consistent.
Unfinished stages are now locked. (Sorry Atlas, Enjellique, Octonia, and Gamma music fans! I wanna add music select soon!)
Slight attempt at prevent cross under -- unsure if it worked.
Slight change to make normal -> special canceling easier.
Host can now change the stage in lobbies of basic rooms.
Ping number is now displayed in lobbies.
Opponent's ping is now displayed in game.
80% of Kickstarter Backers added to credits.
Various throw bugs addressed.

Standing Light Punch is now has 4 frame startup instead of 5.
Incoming Hail and Final Hail now do 10 frames of hit freeze on block.

Summon Antenna is now done with {11}+{12} and only occurs behind the opponent. It is also destroyed with {11}+{12}
Saliens Osseus, Tribuo Osseus, and Ultima Osseus in which Drargos summons a fish skeleton to attack opponents.
Reflected projectiles do not divide into three anymore.
Pterois Sphere is slightly larger.

Blessing is only performed with {11}+{12} and always is placed between Atlas and his opponent. It is now slightly wider.
If Atlas heals his opponent for a short period of time, he glows blue and gains armor instead of a massive energy boost.
Glyphis Dash {13}+{14}. Atlas does a low-profile dash that can cancel into the light form of Glyphis Spear with {11} or {12}.
Aquatic Healing {2}{1}{4}+{11}+{12} - Atlas prays and heals. {8} will let him exit it. {13}+{14} will let him Gylphis Dash out of it.
Final Blessing can be performed if Blessing is active.
Essentially, Atlas can only have one Blessing beam up at a time instead of the normal and super one.

King Rho
Upper Chill has been replaced with Arctic Halo. Rho creates a beacon that slowly travels towards the opponent.
If Arctic Snap is used, the beacon disappears soon after.
Hidden Manta Blade ({13}+{14}) makes Rho disappear for a few frames and then reappear performing the light form of Manta Blade. If Arctic Halo is active, he will teleport to the beacon.

Strike can no longer charge Shark Spear or Gambler Wave; however, if he has one bar of meter, these moves as well as Shark Leap and Shark Catcher are enhanced. All of the aforementioned will turn Strike invisible for a short period of time; meanwhile, Gambler Wave will be upgraded to throw two projectiles if there is one bar of meter.
Turning invisible with Gift of the Ancients now drains Strike's energy instead of his health.
Shark Catcher can now catch opponents who are in hitstun or being juggled.

Once using Elemental Swap, Enjellique can throw out the next projectile, allowing multiple projectiles on screen.

Welcome back Gamma's armor for Pincer Rush if fully charged.

Multi projectiles attack such as Naeco's Infectious Orbs do not increase the combo counter properly. Not game-breaking but will be addressed soon.
Version 0.28.1

A first pass of all character tutorials has been completed.
Holding pause during load will go over black fade-in instead of under.
A EULA has been added.
Sound effects should now pan based on which side of the screen they are on.
The horizontal distance of all characters' (besides Gamma) jump has been decreased by 20%.
All reversals now have 12 frames on invulnerability on start-up.
Volume adjustment and scrolling text areas should work more consistently on various machines.
Adjusted the LP, HP, LK, and HK icons in menus and on the command lists.
New hit and block SFX
Light attack hit effects are now smaller on hit and block.
All supers have some level of i. frames on startup.
Some special moves are now performed with forward z-motions, {6}{2}{3}. The lenient input will accept {3} or {1} if facing-left.
More special moves now requrie half-circle back (HCB) motion {6}{3}{2}{1}{4}. The lenient input is no longer {6},{4}, but instead, {2}{1}{4}.

Esca Flash now has a hit react.
Esca Flash's particle effect has been optimized.
New SFX for Esca Flash, Esca Beam, and Super Esca Beam.
Angler Kick and Typhoon Geyser now use z-motion forward.
CHK is unsafer on block.

If an opponent is healed by Blessing or Final Blessing, Atlas will gain a substantial boost in energy.
Scymnodon Kick and Omega Scymnodon Kick now use z-motion forward.

When uncharged, Eel Cannon moves for a shorter distance and eventually slows down.
When uncharged, Eel Flip does not move horizontally.
When uncharged, Eel Roll does not travel as far.
Eel Leap will now wall bounce on success.
JHK no long ground bounces aerial opponents.
When uncharged, Shocking Cannon does not move as far.
When uncharged, Shocking Flip does fewer hits.
When uncharged, Shocking Roll does fewer hits.

Gambler Wave can be canceled by pressing {13} or {14} while charging.
Shark Spear can be canceled by pressing {11} or {12} while charging.
Shark Bomb, Aerial Shark Bomb, and Super Shark Bomb's now use HCB.

Molluscaplex and Super Molluscabomber now use HCB.
Super Octolariat should hit airborne opponents more consistently.
Octograb and Deadly Octopractor now have frame freeze on block.

Frozen Defense has more counter frames.
Herald Combination should juggle airborne opponents more consistently.
If used near the corner, Arctic Revelation's ice spikes will not be created off-screen.

Pincer Rush no longer has armor if charged; instead, it travels further if charged.
Pincer Dive always performs its follow-up now, but if charged, the second hit will ground bounce airborne opponents.
If uncharged, Omega Pincer Rushdown covers less distance.
If uncharged, Omega Pincer Drill does fewer hits.
If charged, Falling Crab Explosion, does more hits on the initial leap.

Jellemental Magic no longer automatically changes the element, only using Jellemental Swap will.
Jellemental Magic can only be used to throw one projectile on screen at a time.

Antennata does not disappear once Drargos is knocked down; only using Detract Antennata will do this.
Pterois Sphere now travels at a downward angle when used in the air or when Drargos is hanging from a wall.

Infection will now poison opponents if they are near him, even if lying down.
Venom Slam no longer poisons opponents.
Venom Knee and Infectious Knee now use Z-Motion forward inputs.

Marble Shield is now a physical attack that launches opponents. It will still summon a marble shield; however, after it is destroyed, it stays on screen for 300 frames and Odon will only do the attack until it shrinks away.
Mantis Masterpiece is now performed by using Hold {4}, {6}+{11}+{12}. If uncharged, it will not travel as far across the screen.

Peak Counter, Base Counter, and Royal Counter can no longer be used as reversals.
Glacial Fist and Glacial Army will not be performed offscreen.

Version 0.27.0

Costume selection visual change - can see what costume/color you are selecting
Fighter titles added! You can now select a fighter title which will show up online
All characters have first pass SFX implemented
Pop Cancel to throw bugs should be addressed (hopefully all of them.)

Bug fix: Bolt's bracelets should now charge for only the controlled character, not both
Bolt's Eel Roll is now less safe when blocked and should only be linkable to some light attacks
Bolt's JHK is now 12 frames of start-up.

New costume, based on Shaun from Versus Tag Shuffle
Special throws do more damage

Special throws do less damge.

Air throws contribute more to the wipeout meter.

Gamma's special throws do less damage.

Version 0.26.1

Fixed some main menu bugs
Minor tutorial updates
Addressed Player 2 freeze frame bug
New Stage: The Sinking Anchor, Strike's New Stage

Gamma Increased range for Gamma's command throws.

Heavy Sphex Spear & Pterois Spear now force crouching opponent to standing hit animation.

Version 0.26.0

Rank mode! Players can now quick matches, ranked or casual
Tutorial updates -- Energy sparks now referred to as energy Bubbles. Rush Cancel Blips are now referred to as Pops.
New mechanic: Guard Popping. Press HP+HK while blocking. Players can hold back or foward to roll. Require one Pop.



No longer has a poison projectile

Version 0.25.0

New song for Gigi, Via Moribus, created.
Saved replays now limited to 10.
Online lobby UI updated.
Connection quality visible in lobbies.
Projectiles should have visible hitbox displayed.
Players can now record training mode info.
Bonus energy for proper input for super moves reduced by 50%.
Players can join a room, even if a match is in progress (cannot view match though)

New VFX created
Entry to Octoga Stance now has i. frames.

New VFX created.

Version 0.24.1

Fixed bug where some projectiles became locked after hitting Marble Shield.

Final Hail results in hard knockdown

Deadly Octopractor results in spinout.

Adjusted SLP hitspheres.

Shader on hit and hurt spheres updated.

Version 0.24.0

All universal overheads will now ground bounce airborne opponents.
Players can only quick rise, roll, or reversal, after settling down after being launched instead of when immediately hitting the ground.
Pop cancels can only be performed 8 frames after start-up of all pop-cancellable attacks.

Training Mode
Players can now toggle hitspheres on and off. (I am aware that many will need adjustment).
Players can test reactions to a predefined reversal.

Most special throws now result in spinout.

The final hit of Herald Combination should hit more consistently now.
Final Hail performs 200 damage regardless of scaling.

Illium Fist is now -7 on block.
Blinding Esca Beam comes out on frame 17 instead of 15.
Blinding Esca Beam is now 65 frames long.

CHP is no longer considered airborne.

Molluscaplex results in a hard-knockdown, similar to spinout.

Adjusted launch hurt spheres so juggles land more consistenly.

New animations, vfx, and sfx added.
Marble Shield is now immediately destroyed when attacked by Odon. The number of boulders created depends on how many times the opponent attacked it first.

Version 0.23.3

Arctina has new visual and sound effects.

Players can now create their own username to be shown online.
Players can create a room and determine if the winner stays, the loser stays, both players state, or the neither to stay (random).
Players who are afk will pass their turn after 20 seconds.
Players can choose to spectate and always be skipped.
When on the online win screen, all players will return to the room screen after 20 seconds.

Bug Fixes
Fixed a bug that would cause Strike's super throw to miss.

Version 0.22.2

Experimental - users can select between 4 screen modes: exclusive fullscreen, windowed fullscreen, maximized window, and windowed.
Began adding new effects to Arctina.

Version 0.22.1

Experimental - allow frame rate to be other than 60 if vsync is turned off; fullscreen is now exclusive fullscreen.
Users can now set spacebar as a key from button config, but can only use return for menu confirmation on keyboard.

Version 0.22.0

Octonia's LK Octo Grab can now catch airborne opponents.

Less pushback applied when blocking Rho's Polar Vortex.

MAJOR UI overhaul. Almost every UI element is new except the arcade mode screen.
Characters can only perform reversals with one specific super move instead of all available ones.
Reversals should now face the correct direction when performed.
New demo video with the updated UI.

Version 0.21.0

Drargos has slight animations updates and new effects.
CHP now jugggles launched opponents.
Can perform Radiata Sphere on ground or in the air.

New Octonia Costume (Just 1 color version so far)
Fixed issue with grabbing opponents in or near the corner with Octograb.
Octograb can now only cancel into super moves (RIP Lama Loops)

Arctina's stage has new music, has been renamed and is more representative of what the final version may look like.

Version 0.20.0

All characters can now quick rise, quick roll, and perform reversals having being launched. New tutorial added describing these.
New Atlas music added.
Energy bubbles now look different and descend slowly.
Small lighting changes in environments.
Characters now flash blue when performing rush cancels.
Players can now view a replay of their last match; more functionality for this coming soon.

New animations and effects created.

Version 0.19.3

New shader on characters.
Numpad keys should display correctly if assigned in button config.
Fixed player 2 pausing bugs.
AI and Player 2 Controller can now be selected and used in training mode.
Characters will not move vertically if hit in the air with armor on.
Attempt to fix false KO pop-up due to rollback.

New Strike intro animation added.
A few effects added to Strike's attacks.

Reduced armor time with Shell Harden from 10 seconds to 5.


Version 0.19.2

Fixed and added information to Offensive III basic tutorial.
Pausing requires players to "hold" pause for a short period of time to open the pause menu.
Music should now play in tutorial mode.

Version 0.19.1

Online stage desync bug fix attempt.
Pause is now "return" key instead of "end" key on keyboard.


Version 0.19.0

Hit and Block effect updates.
Win screen fixes for online and arcade mode.
Guard Cancel is now performed with light punch + light kick or heavy punch + heavy kick.

Eel Bolt is now a unique skilled performed by holding light kick and heavy kick while in the air
Eel Shock and Super Eel Shock (aerial grabs) have been removed.
FX and animation updates.
Eel Roll goes over down opponents.
Eel Cannon's projectiles is now faster and travels farther.
Challenge Combos adjusted slightly to accomdate changes.


Version 0.18.2

Minor adjustments to online to detect and inform players of desyncs and disconnects more consistently.
New win screen and win quotes.
New win animations for Gigi and Bolt.
Updated stage art for Gamma, Gigi, Arctina (to fix error message), and Odon.
All normals pushback more on block (I lost track exactly which ones and how much, sorry.)
Adjusted some Combo and Punishment Challenges.

Crouch idle hit area increased.

Illium Fist is now -3 on block.

Pincer Drill is now -15 negative on block.
CLP pushes back farther and is now -3 on block.

JHK startup increased from 12 frames to 15.
JLK startup increased from 4 to 10 frames.

All attacks have new effects.
Prionace Wave now travels farther.
Glyphis Spear pushes back farther.
Increased Carcharias Sweep & Carcharias Slash startup from 14 to 22.
CHK and CHP launch higher so they still link to Carcharias Sweep & Carcharias Slash.
Omega Glyphis Drill travels farther and does 6 hits instead of 5.
Punishment & Final Punishement now only hit the opponent instead of both players.


Version 0.17.0

Naeco's Venom Arc is no longer an overhead.
All of Gigi's moves have been reanimated with new effects.
Gigi's Spine Toss now lauches her (normal throw) or opponent (back throw)
Gigi's LK Angler Dive launches opponents higher if it hits an airborne opponent; the HK version will ground bounce an airborne opponent
Versus mode now allows players to pick player vs cpu or cpu vs cpu matches as well as player versus player.


Version 0.16.1

Arcade mode added (AI is still rather rudimentary).
New Gigi animations created.
New walk cycles animations and speeds implemented.
New dash animations for all characters.
Increased spinout values for Gamma's Omega Lobster's Dance.
New Bolt challenge combo.
Online now checks more actively for desyncs and stages are previewed beforehand.


Version 0.16.0p

Vs. CPU mode added. Right now you can only fight Gigi, who is seleted automatically. The AI is very elementary right now.


Version 0.15.1

Input display now available in training mode
Updated Arctina's effects
Redid all characters hit and block animations (not including throws)


Version 0.15.0

Last build of 2020!

- Gigi, Odon, Bolt, Enjellique, Octonia, and Drargos now have unique hit animations
- Each character has 6 challenge combos and 12 Block & Punish Challenges. Completing a combination of the two will unlock a 4th color for that character.
- Bolt's super projectile has less hit freeze.
- Fixed a glitch allowing characters to build up 1 meter very quickly when they had 0.
- Octonia's CHP now launches after powering up.
- Rho's Arctic Snap has been changed significantly. Arctic Snap will always create a projectile. Setting up a spot will extrend the projectile to that point.
- Drargos's projectile now splits into three projectiles after hitting a spine wall; "friendly fire" was removed.


Version 0.14.0p

Patreon Preview build.
All Punish & Block challenges created. A lot of changes made to block and hit stun lengths.
Strike's invisibility now drains health and only last 5 seconds instead of 10.
6th Gigi challenge combo added; more to come soon.
Fixed a floating bug regarding Drargo's post-throw state.
Fixed Gamma super throw issue.


Version 0.13.6

All: Decreased throw break animation length. Added throw invulnerability to getup and jump start.

Arctina: Increased hitstun for Forthcoming Strike and Foretold Slash

Enjellique: Reduced active time of poison projectile.

Octonia: Reduced damage on all super attacks. Tentacle throws can now be blocked.

Naeco: Can no longer Rush Cancel from Projectile Super.

Drargos: Fixed meter gain exploit while using wall building.


Version 0.13.5

Rho's snap projectile is slightly larger.
Decreased hitstop on projectile attacks.
Standardized KO and getup animations for all characters.
Priority system added to address bugs when characters land hits on the same frame.
When charge is ready, Odon's arm guards (back charge) and leg guards (down charge) change color.
Throw breaks on Octonia's forward throw should no longer cause side switching.
Special and super throws now work against crouching opponents.
Pause should now work on DS4 controllers.
Command system updates to address accidental special moves and rush cancels, especially when jumping.
Gamma's armor now has a color-change effect to show when it's active and about to end.
Increased pushback on Gigi's Standing Heavy Punch
Decreased block escapes from 47 to 26 frames. Characters no longer play get up animation; they go from roll to idle.
Fixed audio issues with rush cancels and Bolt's electric blast move.


Version 0.13.2

Fixed Gamma's armor when being hit by moves that launch.
Fixed Drargos hanging bug.


Version 0.13.1

Added two new stages: Training Beach and Training Aquarium
Stage "grids" are more detailed.
Minor change to Drargos's stage.
Players can now join rooms between matches or leave and come back
Attempted to fix a bug with players joining late and starting desynced
Wall bounce combos that start in the corner should now increase combo counter properly.


Version 0.13.0 - A big release!

Unknown devices should be detected and bring up a UI so they can be edited and then recognized.

Scaling system implemented!
Starting a combo with a throw reduces damage by 50%.
Using rush cancels and super combos during a combo reduced damage by 86.5%.
Moves repeated more than once will also have a reduction in damage.
Fixed hit air recovery collision for Octonia and Strike.
All 12 characters are now playable!


Version 0.12.0p

Odon is now playable. Tutorials are not available and the projectiles released after breaking one of his statues will most likely be adjusted.
Removed hurtboxes from Bolt's air recover.


Version 0.11.1

General: Increased input buffer from 8 frames to 13.
Online: When 3 or more players are present, the active players should be able to pass their turn, and winner should stay but loser passes turn.
Arctina: Shortened hit freeze on Arctic Rising.
Gamma: Can no longer Rush Cancel after Omega Crustacean Slam.
Enjellique: Jellemental Fury should now launch opponents on hit.
Drargos: Attempted to address Drargos's infinite Wall Cling climbing bug.
Bolt: Decreased size of throw collision and addressed Shocking Rol effect bug.


Version 0.11.0

New fighter: Gamma. No tutorials yet


Version 0.10.2

Added new character renders to character select.
Combo, Damage, Max Damange, and Max Combo can be seen in training mode.


Version 0.10.1

Minor bug fix regarding Drargo's wall cling ability. If you jumped towards a wall while facing it, you'd teleport to the opposite screen. Now, Drargos will turn around.


Version 0.10.0

New Character: Drargos is now playable! No tutorials available yet.
Experiment: Ground and wall bounces are now limited to 2 each. On the second of either, the hit fighter will spin out.
Feature: You can now determine how you will reset in training mode.
Holding left will snap the fighters to the left corner.
Holding right will snap the fighters to the right corner.
Holding down will the fighters to the center.
If no direction is held, the characters will snap where they are currently positions.
Bug: Collectable auras not visible on Enjellique's stage.


Version 0.9.1

Bug: Fixed attract video not displaying
Bug: Fixed issues with moves not timing properly due to timing calculation issues
Changed one of Gigi's Challenge Combos to use c. HP instead of c. LK.


Version 0.9.0

New character: Arctic King Rho is now playable! No tutorials available yet.


Version 0.8.1

Added input device tester that can be accessed from the splash screen by pressing F9.
Upgraded to Unity 2019.3.06f and utilized incremental garbage collection to test performance.
Fixed bug where Enjellique's Jellemental Fury in the air would use two bars of meter.


Version 0.8.0

Bug fix: Octonia's Octostunner now inflicts damage
Enjellique is now playable; however, she has no tutorials at the moment.
New UI Integrated
All stages have a "grid" style applied as new stage development and concepting begins


Version 0.7.1

Hot Fixes to Octonia and Hammer
Added Naeco's Command List


Version 0.7.0

Naeco is now playable; however, he has no tutorials at the moment.

Fixed a small bug involving Octonia being able to be hit in the air after air recovery.

Increased hit stop for ALL attacks.


Version 0.6.0

Octonia is now playable. She's pretty much 100% done but will most likely need a lot of balancing and tweaks. Also, for now, she has no tutorials.

Demo Video only plays if on the splash screen.


Version 0.5.4

CHK is now a low attack.
Arctic Rising now hits mid instead of low.

Illium Fist spinout value increased from 10% to 45%.
Increased pushback from 0.3 units to 1.25 and 0.5 to 1.5 blocking for SHK.

Region can now be selected from online menu. Players of different regions cannot play together.
Fixed some bugs in Gigi and Atlas's lessons that were preventing completion.
Adjusted Offense III to accomdate Gigi's changes.


Fixed issue with Gigi's wall bounce attacks conflicting with spinout.

Version 0.5.3


Version 0.5.0

Some bug fixing involving hit pushback
Did "prototype" versions of every stage in the game.
Fixed the offsets of some throws in the corner
Fixed Bolt's forward throw damage


Version 0.4.1

Minor bug fix concerning the loading screen not fading out after completing a lesson.


Version 0.4.0

Disabled display resolution dialog on start-up
Added Resolution, full-screen, and quality settings to Options menu
Fixed bug with blocking no creating pushback
Stages make correct SFX when selected
Character change depth depending on state ie attacking characters appear atop hit character
Pop Up when controllers have been disconnected
Locks added to character select screen for clarity
Updated character tutorials


Version 0.3.3
Fixed a tons of bugs.
Both players can swap notation from the button config and command list instead of just player 1. Also player 2 can exit button config as well as player 1.
Random select should no longer cause a hard crash.
Characters should no longer (HOPEFULLY) get into "fly me to the moon" state.


Version 0.3.1
Tutorials for each characters' special attacks have been created
Small ground shadow added when shadows are disabled / using lowest quality settings
Ability to swap notation during button config added.
Fixed some bugs with displaying the wrong keys / buttons in the command list.
All stages unlocked with some "familiar" tunes.
New shader approach.


Version 0.3.0
New character, Arctina added.
Fixed bug with swapping characters for online mode.
Added more Lessons
Added Punishment Challenge Mode
Added a few more Combo Challenges for Gigi
Various damage adjustments for characters (will be more detailed in future updates)
Added "Block" and "Block After 1st Hit" options in Training as AI actions.


Version 0.2.2
Moved camera back slightly
Fixed bug involving characters sliding during throws after dash cancels
Fixed minor hitsphere issue with Bolt's throw whiffs


Version 0.2.0
Pre-alpha build!
Contains 4 playable characters: Gigi, Atlas, Bolt, and Strike.
Challenge mode added with 2 introductory Gigi combos.
More lessons, some focused on defense, added.
Defensive Roll technique added
VFX and SFX added as well as music updates.
Feedback button added. Press F12 on the main menu to send feedback.
Lots of progress and updates, but still a lot to go.


Version 0.01
First public release of Project MerFight. This is an early alpha build. Goal is to test some basic gameplay and functionality for feedback before more characters and features are implemented.

Available Modes
Online - you can make a room or join one. There is no concept of "ranked" matches yet.
Versus - only against human opponents right now.
Lessons - only a few lessons, more will be added.
Training - little functionality at the moment. AI can perform basic movements such as walking, jumping, etc.
Challenge - unavailable, but coming soon.
Options - can adjust volume and button configuration.

Available Characters
Gigi. Movelist can be viewed from options menu during gameplay.

Known (and Unknown) Issues
Many! Again, many features are missing; for example, if a character is in a juggle too long, they should eventually "spin out" in an attempt to avoid infinites or long, repetitive combos. Additionally, some combos such as sweep to special will probably not work, or there will be a unique state so that you can not juggle opponents after a sweep.