Version 0.9.8B Update

Fixed the following bugs that have been discovered and reported to date. (Thank you for your reports!)

■ Bug fix

 ▼All modes

  • ・Fixed a bug where a throw would succeed if the throw was stacked at the same time as the opponent's jump start.
    (If a throw is stacked on top of a throw just after getting up, you could only avoid it by throwing back, but now you can avoid jumping by holding ↑.)
  • ・Fixed a bug where if you KOed your opponent and at the same time you were attacked, SP/MEGA finish bonuses were not given or bonuses were sometimes given for normal moves.

 ▼1P (Arcade) mode

  • ・Fixed a freeze bug when starting in Choy Mega mode Kusemono.
  • ・Fixed a bug in the car-breaking bonus stage that sometimes prevented attacks from working after the destruction of three breakpoints.
  • ・Fixed a bug on continue screen that caused Maou's body to be displayed on Hasshi's face.
  • ・Fixed different message when CPU side is Shippo-tsuki

 ▼VS mode

  • ・Fixed a bug that caused incorrect initial values for handicap and match points when entering VS mode after the match demonstration on the title screen.
  • ・Fixed a bug on the option screen at the start of VS mode that wrong SE was played when pressing the ○.

 ▼Combo dojo

  • ・Fixed a bug on reset the position by pressing ↓+PAUSE while firing projectile, the hitbox to eliminate projectile remains at that position.

 ▼Challenge mode

  • ・Fixed a bug that huge characters did not appear in A and B courses.
  • ・Fixed a bug that if you cancel after selecting D course and select another course, it will be a bonus stage of car destruction
  • ・Fixed a bug that Marumoyo-chan's color 6 (white clothes) could not be selected in the current S course (Marumoyo Fight dash).
  • ・Fixed a bug that caused the CPU character Boss Moyo-chan's "More Puresu" (strike throw) to remain locked and inoperable if the 1P side's attack hit with a counterattack.

In addition, we are adjusting some character defects and performance.

Maou Choy
Mega
mode
・The vertical throw range of the aerial Maou Buster (x) and aerial Slide Maou Buster (→ + x) has been increased.
All
modes
・Score of Maou Buster changed from 1000 x 2 to 2000 x 2
Rei Fujigaya Joy
Mega
mode
・Fixed a bug that caused tripping(↘ + ○) to become continuous fire while held down.
AUTOFIVE All
modes
・Shortened hit stun of crouching punches (permanent combo removing).

■ Change

・The simple ending for EASY level was eliminated and the normal ending is now played.

Version 0.9.8A Update

■ Adjustment

・With the limited challenge "VS MAXCYBER", the specifications of the MAXCYBER stage have been modified.

  • - Fixed a bug that prevented MAXCYBER melee techniques(except projectile) from hitting a damaged opponent, allowing combos to be connected.
  • - If an attack against MAXCYBER hits consecutively within 20F, it is counted as a Combo and bonus points will be awarded.
  • - When MAXCYBER is used in 1P (story) mode, the BGM of the opponent character is now played.
  • - The command input judgment for MAXCYBER's Super SP Move(Triple Beam) has been relaxed to make it easier to perform. (↓→↓→× when the CyberCore is Yellow or Red)
  • - Fixed a bug in which the color of CyberCore would not return from black for a while.

Version 0.9.8 Update

■ Addition

- The hidden boss "MAXCYBER" has been added as the 2nd ROBO OH collaboration.

- The hidden boss will be hinted after the ending of the game.

- In addition, MAXCYBER can be used...!?


- SHIPPOOH from UCHU MEGA FIGHT is also a hidden boss in "ROBO OH"!!

Version 0.9.7 Update

■ Addition

- Added New Mode "Challenge".

  • -- There are four challenges to choose from. A character with a special appearance for Challenge Mode may appear.
  • -- The fifth challenge will start on Feb. 1, and the theme will be updated every week. Enjoy!

- Added the Function to record a play video (GIF). Click/Touch the top of the game screen to Record a Video of your play up to 8 seconds ago. (Please use it for sharing and reporting.)

- Added a "MEGA FINISH" bonus for KOing an opponent with a Mega Special Move in 1P Mode/Challenge Mode (1.5 times the score of SP FINISH).

■ Bug fix

- Fixed a phenomenon where the firing position of some special moves, such as the Choy Kusemono's Chaos Judge, was misaligned.

■ Adjustment

- Mega Special Move Fireballs used to only do more damage when the body was glowing red, but now the damage increase and down effect will remain until the Fireball disappears.

Version 0.9.6A Update

■ Addition

- Added the function to view all ranks in the score rankings, and the function to display rankings by difficulty and character.
Use the directional buttons to switch the display while the rankings are displayed.

Version 0.9.6 Update

■ Addition

- Added the New bonus stage "Save the Earth".

  • -- Destroying multiple enemies with a single move will increase the score, so destroying them all at once as much as possible will result in a higher score.
  • -- Each time you hit a boss, you get a score, and the faster you beat it, the more time bonus you get!

- Added "SP Cancel" to characters in Normal Mode.

  • -- Cancelable a special move with another special move.
  • -- Limited to when a special move hits or is guarded (not Kara cancel).
  • -- Limited to one time during one combo.

- All Special Moves in Joy Mega Mode are now compatible with Mega Special Moves (Press P+K simultaneously). For details, please see the character-specific adjustments below.

- You can now hide the attack data and pause menu in Training mode.

  • -- This function will be used to take screenshots and video captures.
  • -- After hiding the pause menu, pressing the ○ button will also hide the HUD, and pressing the × button will allow you to continue.

- The sound volume can now be adjusted from the Options. (an additional feature of PICO-8)

■ Bug fix

- Fixed a bug where setting the time to ∞ (unlimited) in VS MODE would not reduce the time in 1P mode.

- Fixed a bug that ranks other than yourself are blinking on the Score Ranking after registering the score.

- Fixed a bug that caused both Maou's bodies to pop off when they grabbed each other with Maou Buster at the same time (added 1/11).

- Fixed a bug that would cause characters to stick together and lose progress if an SP Canceled Special Move and an opponent's Throw went together (added 1/13).

- Fixed a bug that prevented the "SP FINISH" bonus from being applied to some Special Moves in Choy Mega mode (added 1/17).

■ Adjustment

- Mega Special can now defeat the opponent's Super Armor (Gigant Hammer, Raving Attack, Combiner Dash).

- When projectiles collide with each other, the one with the greater damage will now win instead of being canceled out.

- Added a follow-up effect to downward-flying projectiles for downed opponents.

- Stunned opponent will not receive follow-up attacks until they are down and standing up (to prevent the unintentionally ending a stun).

- The calculating damage has been slightly changed, and the damage numbers have been increased (about 1.1x). The stamina of all our characters has been raised accordingly to about 1.1x as well, but some characters has been further enhanced or weakened.
See the figure below for the current stamina value.

CharacterStaminaChange rate *
Uchuzine120About 2% decrease
UtsuujiMan100Almost even
Hasshi110Almost even
Maou130About 3% decrease
Shippotsuki125About 2.5% increase
Kusemono110Almost even
Japan Kamen100Almost even
Fujigaya Rei80About 12% increase
Blue Moon95Almost even
AUTOFIVE125About 7% decrease
* Enhancement ratio from the previous ver, based on 1.1x. - Choy Mega mode is 0.85x strength (0.5x for Kusemono only). - The bosses in 1P mode from stage 6 onward have higher strength.

- Lowered the Combo Proration (damage scaling) for Choy Mega mode, hits^0.9x => hits^0.84x.*
* Only Choy - UtsuujiMan and Choy - BlueMoon are 0.86x.

- Please see below for character-specific adjustments.

All
Characters
Normal
mode
- SP cancel is now available.
Uchu
zine
All
mode
- Increased to float the opponent with the crouch punch.
- Extended the Air kick hitbox back and forth a bit.
Normal /
Choy Mega
mode
- Increased to float the opponent with the front Uchu Copter.
- Decreased to float the opponent with the rising Uchu Copter.
Joy Mega
mode
- Increased to float the opponent with the Standing Neutral Kick.
- Delayed startup the of Mega Uchu Spin (↓←× + ○) and its additional Kick.
- Added Mega Uchu Ball (↓→× + ○).
Choy Mega
mode
- Uchu Rubber Ball (×) now hits a downed opponent.
Utsuuji
Man
Joy Mega
mode
- Added Mega Tobi-masu(↓→× + ○、↓←× + ○).
Choy Mega
mode
- Slightly increased the damage of special moves (to counter Combo Proration).
Hasshi Normal
mode
- Increased to float the opponent with the front Hawawa (← hold →×).
- SP cancel can be performed without holding.
Joy Mega
mode
- Increased the speed that can be move with the ← or → when rising Mega Hawawa (↓ hold ↑× + ○ ).
- Added Mega Hawawanowa (↑ hold ↓× + ○ ).
Shippo
tsuki
All
mode
- Reduced the blowing off of Throw, making it easier to off-ground.
Normal
mode
- Shortened startup of the Shippo Beam (↓→×), and now hits a downed opponent.
Joy Mega
mode
- Mega Dash Hammer (← hold →× + ○) now derives into a lower Dash Hammer when the ↓ is entered.
- Added Mega Head Hammer (↓ hold ↑× + ○ ).
Maou Joy Mega
mode
- Added Mega Hell Vulcan (←→× + ○).
Japan
Kamen
Normal
mode
- Changed the hit effect of J.K. Airplane (↓←○) from a normal knockback to a possible follow-up down.
- Sensu Cutter (↓→○ or ×) now hits a downed opponent.
Joy Mega
mode
- Strong kick (→○) now moves horizontally. (Fixed bug that made it possible to cancel Special moves)
- Added Mega Sensu Cutter (↓→× + ○) ,Can hit a downed opponent.
Fujigaya
Rei
Normal
mode
- Air Reidouken (↓→×) now hits a downed opponent.
Joy Mega
mode
- Shortened startup of the Mega Reiryuken (→↓→× + ○), and Changed to unblockable.
- Added Mega Fujimaki Gayakukyaku (↓←× + ○).
BLUE
MOON
All
mode
- Extended the Air ↓ + Kick hitbox back.
Normal
mode
- Shortened startup of the B.M. Bowling (forward ↓→×, upward ↓←× both).
- forward B.M. Bowling (↓→×) now hits a downed opponent.
Joy Mega
mode
- Reduced damage of the Sonic Moon (← hold →×), and Delayed recovery.
- The range of the Gekkousyu (↓ hold ↑○) has been shortened, but Mega version has been lengthened.
- Added Mega Sonic Moon (← hold →× + ○).
Choy Mega
mode
- Slightly increased the damage of special moves (to counter Combo Proration).
AUTOFIVE All
mode
- Reduced the damage of Combiner Dash.
Normal /
Joy Mega
mode
- Reduced the number of hitboxes appearing of the Combiner Dash (→↓→ + ○) from two to one.

■ Extra

- If you enter "a certain command" on the title screen...?

Version 0.9.5A Update

■ Bug fix

- Fixed a bug where selecting "RESET CART" from Training mode would not return to title screen.

■ Adjustment

- Mega Special Moves have had their input decisions relaxed to make them easier to activate.

Version 0.9.5 Update

■ Addition

- Added English version of the game. (Select "ENG" on the start screen.)

- Added a new character "AUTOFIVE".

  • -- This is a collaboration with FoxyBoxyGames "Robo-Oh". For more information, please see the video here.

■ Bug fix

- Fixed a bug that caused the second and subsequent attacks to be struck out if you guarded a certain move in succession.

- Fixed a bug that caused the ☆ mark to appear in Training mode if left unattended with "STUN" turned off.

- Fixed other minor bugs and text glitches.

■ Adjustment

- All Projectiles now have 8x8 pixel hitbox, but the size has been increased to match their appearance.

- In order to prevent permanent combos from occurring, I've made some changes to the performance of existing characters.

Utsuuji
Man
Normal
mode
- Changed the hit effect of front Tobi-masu (↓←?) from a normal knockback to a possible follow-up down.
Fujigaya
Rei
Normal
mode
- Changed the trajectory of the Air Fujimaki Gayakukyaku (↓←○) to amplify the speed when activated.

Version 0.9.4A Update

■ Bug fix

- Fixed a bug in Utsuujiman that caused the motion to become that of another character when entering the BonusStage.

■ Adjustment

- Changed the performance of some of the techniques.

Utsuuji
Man
Joy Mega
mode
- Lowered Hurtbox of Dash Utsu Upper (→↓→?) little further.
Shippo
tsuki
Choy Mega
mode
- Delayed recovery of Shippo Beam AA (←?) and cannot be followed up with a jump from close contact.
BLUE MOON common - Increased hit stun of Hard kick.
- Shortened hit stun of Crouching Punch.
- Shortened hit stun of Air Punch.
Normal
mode
- Added gap when landing Air Neutral Kick (common with the Choy Mega).
- Increased hit stun of Air ↓ + Kick.
Choy Mega
mode
- Fixed a bug that caused the air B.M.Tornado (→?) to turn into a ground move when launched at low altitude.
- Shortened hit stun of Air ↓ + Kick.

Version 0.9.4 Update

■ Addition

- Added a new character Blue Moon".

  • -- From the pre-delivery version, moves and animations have been changed,
    a special move has been added to Joy Mega Mode,
    and a Choy Mega Mode has been newly implemented.
  • -- Added a dedicated stage and BGM. It now appears as a CPU in 1P mode.

- When you clear the expert mode, a message for each character will be displayed.

■ Bug fix

- Fixed a bug where button operations during hit stop did not respond after version 0.9.3A (it was difficult to perform continuous moves).

- Fixed a bug where if you hit an opponent in Super Armor (Raving Attack, Gigant Hammer) in Joymega mode, you will not be able to hit the subsequent attacks.

- If the opponent wraps around behind when attacking immediately after guard recovery, the attack was made without turning, but it has been corrected so that it attacks with turning.

- Fixed a bug where the character stopped for a certain period of time when got on the car with the motion of some special moves in Choy Mega mode during the bonus stage.

- Fixed the problem that the remaining amount of stun overflows when the stun is turned off in the option menu of the training mode and then turned back on again.

■ Adjustment

- Adjusted the behavior pattern of the CPU, especially the behavior pattern of a Choy Mega mode has changed significantly. Joy Mega mode CPUs now use Mega special moves.

- The combination of opponents in stages 1 to 5 has been changed from 6 patterns to 8 patterns. The first one has changed from fixed JoyMega mode to either Normal or JoyMega.

- The following adjustments have been made regarding the score.

  • -- Increased the complete bonus (win without taking a round) from 15,000 points to 20,000 points.
  • -- The combo bonus has been increased from 300 points to 400 points per hit, and the Choy Mega mode has been reduced from 300 points to 200 points.
  • -- Increased the stun bonus (TAKE STUN) from 6,000 points to 10,000 points.
  • -- Reversal bonus (REVERSAL) has been reduced from 10,000 points to 6,000 points.
  • -- The hit points and part destruction bonus of the bonus stage have been doubled, and the remaining time bonus has been increased from 500 points to 3,000 points per second.
  • -- The score is no longer scored for extra rounds after the 4th round due to draws or double KOs.

- The knockback distance when hit by a Joymega mode attack has been reduced from twice the normal to 1.5 times.

- Relaxed the input acceptance time for the hold special command.

- Take measures against the permanent combo and change some skill performance.
Please refer to the following for the adjustment contents for each character.

Uchu
zine
Choy Mega
mode
- Delayed recovery of Neutral Punch (permanent combo removing).
- Delayed recovery of Uchulector (←?) (permanent combo removing), instead extended the active time of hitbox and expanded the size.
- The overall motion of the Uchu Rubber Ball (?) has been slightly delayed.
Utsuuji
Man
Normal
mode
- Adjusted the direction of the first hit of the Utsu Upper (→↓→?) to make it less likely that the second hit will not reach.
Joy Mega
mode
- Hurtbox of the Dash Utsu Upper (→↓→?) has been lowered, and the start-up of jumping has been accelerated.?Also, the startup before the jump of the Mega supecial has been shortened.
Choy Mega
mode
- The score for consecutive hits of Special Moves has been cut, and only the combo bonus has been added.
Hasshi Normal
mode
- When guarded by Hawawa (← hold →?), you can now pass through the opponent as it is.
Normal /
Joy Mega
mode
- Changed the hit effect of Hard Punch to make the opponent knockback for a long time.
Choy Mega
mode
- Delayed the Startup of air neutral attack (permanent combo removing)
- Lowered hurtbox of Hawa (?) and now it can pass through the opponent.
- Hurtbox of rising Hawa (↓?) now moves upward instantly.
Shippo
tsuki
common - Changed the jump motion, the speed of lateral movement is faster, and the lower body hurtbox is narrowed.
Normal
mode
- Even if a Hard Punch or a jump punch is guarded, you can now do a chip damage to the opponent.
- The damage of the drill break (↓←?or○) has been slightly increased.
Joy Mega
mode
- Increased the amount of movement of the upper Dash Hammer (←hold→?).
- Extended the active time of the lower Dash Hammer (←hold→○) so that it reaches the edge of the screen.
Choy Mega
mode
- The recovery of Shippo Beam AA (←?) has been delayed (permanent combo removing), instead the recovery can now be canceled by jumping.
Maoh Normal
mode
- Increased the amount of movement at the beginning of a Hard Kick and extended the reach.
Japan
Kamen
Normal
mode
- Fixed a bug that a continuous small jump kick appears when you keep entering ? + ○.
Choy Mega
mode
- Delayed recovery of Neutral Punch (permanent combo removing).
- Delayed the recovery of the Sensu Cutter (←?) (permanent combo removing).
Fujigaya
Rei
Normal
mode
- Changed the orbit of the aerial Fujimaki Gayakukyaku (↓←○) to increase the speed of lateral movement.
Normal /
Choy Mega
mode
- Extended the Jump Punch Startup (permanent combo removing).
Choy Mega
mode
- The hit recovery of RavingAttack (↓?) (no accumulation) has been shortened, and the knockback distance has been increased (permanent combo removing).

Version 0.9.3C Update

■ Bug fix

- Fixed a bug that the mega version of Joy Mega Mode Hashi's rising Hawawa (↓hold↑○) could not be released after ver0.9.3, and the behavior was the normal mode version.

- Minor correction of ranking display

Version 0.9.3B Update

■ Bug fix

- Fixed a bug that a Choy Mega mode character could not jump 2 steps in 1P VS mode of ver0.9.3A

Version 0.9.3A Update

■ Bug fix

- Fixed a bug that SP FINISH bonus does not enter even if you finish with the following special move in a Choy Mega mode

  • -- Uchuzine: Uchu Copter (↓ ×, → ×)
  • -- UtsuujiMan: Utsu Upper (↓ ×)
  • -- Hasshi: Hawawa (→ ×)
  • -- FujigayaRei: Fujimaki Gayakukyaku (← ×)

- Fixed a bug that throwing cannot be avoided by jumping during landing motion after damage

- Fixed a bug that the usage mode (C / J mark) is displayed one rank off from the previous ranking in the ranking display after clearing.

- Fixed a bug that KEY DISPLAY is not displayed in training mode

- Fixed a bug that a special move appears 4 times or more in the air in a Choy Mega mode.

- Fixed a bug that caused Maou Buster to be pushed out to the bottom of the screen and become inoperable when both were performed at the same time.

- Fixed a bug that the dialogue text was partially displayed when skipping during the ending.

- Fixed a bug that "," may be inserted at the beginning of the victory message.

Version 0.9.3 Update

■ Addition

A new style "Choi Mega Mode" has been added to all characters.

  • -- ○ is a normal move, × is a special move, and the move changes depending on the combination with the direction buttons (←, ↓, →).
  • -- You will be able to perform all special moves in the air.
  • -- You will be able to jump again in the air.
  • -- You will be able to attack after the opponent you threw.
  • -- You will be able to fire two or more fireballs on the screen.
  • -- Walking speed will be increased by 1.5 times, and some characters will move forward as a dash, further increasing the speed.
  • -- Attack power is reduced by 0.8 times, knockback power is reduced by 0.8 times, physical strength is reduced by 0.8 times, and jump power is reduced by 0.9 times.
  • -- The character's life will be shorter and the reach will be shorter, but it will be less likely to be attacked or comboed by the opponent.

■ Adjustment

- The stun bonus (TAKE STUN) has been reduced from 14,000 points to 6,000 points.

- Abolished the score multiplier 0.1 increase in Joymega mode.

■ Other

- Changed the hiragana and katakana fonts.

- Improved processing and shortened the loading time before the match.

- Partially changed the UI design such as title and physical fitness gauge.

Version 0.9.2B Update

■ Addition

- After registering the score ranking, your ranking will be displayed even if you are 8th or lower.

■ Adjustment

- The following adjustments and changes have been made for each character, mainly in Joymega mode.

Uchu
zine
Joy Mega
mode
The attackable range of normal techniques has been expanded, and the style has been adjusted to be more defensive.
- The kick motion has been changed, making it a technique with high anti-aircraft performance near directly above.
- The motion of the Hard Punch has been changed, and the overall motion is a little longer, but the reach has become a long technique.
- Enhanced the damage of jump punches.
- By entering 〇 during Uchu Spin, it is now possible to accelerate the timing of the final stage.
- Delayed the recovery of the final hit of the mega version Uchu Spin, making it more susceptible to counterattacks.
Utsuuji
Man
Joy Mega
mode
Trying to give more width to the movements in standing around and set play.
- It is now possible to output the rear Tobi-masu (↓→〇) with low altitude input (↓ →?〇).
HasshiJoy Mega
mode
I have balanced the skill performance and adjusted it so that you can enjoy the situation judgment more.
- Adjusted hurtbox of Hard Kick.
There is no upper bite judgment at the beginning of the appearance, and it is harder to be crushed by anti-air, but when
attacking forward, the bite judgment also spreads greatly forward, which is a disadvantageous performance on the ground.
Normal
mode
- The recoil time of a Hard Kick has been extended, making it easier to establish a Hard Kick → Hawawa combo.
Maou Joy Mega
mode
With enhanced turning and return, you now have more ways to compete with other characters.
-Increased the stun value of the jump punch.
-The width of hurtbox when guarding has been extended to avoid missiles and high attacks, but it has become easier to receive attacks aimed at your feet.
common - Strengthened the stun value of the second hit of Hard Punch.
Shippo
tsuki
Joy Mega
mode
I have balanced the skill performance and adjusted it so that you can enjoy the situation judgment more.
- Extended the duration of the P-DashHammer, making it easier to use as an anti-aircraft technique.
- The K-DashHammer's eating judgment has been expanded forward, and the recovery time has been slightly increased.
common - The lateral movement distance of the jump has been extended, making it easier to avoid missiles.
Kuse
mono
common Mainly adjusted hurtbox so that the initiative of the offensive can be maintained.
- The downward bite judgment of the jump punch has been reduced, making it easier to use for air-to-air and diving.
- The duration of the Hard Punch has been extended so that it can hit a position closer to the appearance.
- The timing at which hurtbox in front of a Hard Kick is extended has been delayed, making it difficult for the beginning to be crushed.
-The damage of chaos shots has been slightly enhanced.
Japan
Kamen
Joy Mega
mode
I changed and adjusted the technique and adjusted it so that the action would be wider.
- The motion of the crouching punch has been changed, and it has become a technique to take down. It has a shorter reach than a crouching kick, but attacks occur faster.
- Enhanced anti-aircraft and avoidance performance of J.K. Heel Press. On the other hand, it has delayed the recovery of the landing and is more susceptible to counterattacks.
Fujigaya
Rei
Joy Mega
mode
I have strengthened firepower and mobility to compensate for low physical strength.
- Enhanced the damage of Reidoken and Mega Reidoken.
- Jump Punch now last until landing.
common - The walking speed has been increased by 10%.

■ Bug fixes

- Fixed a bug in training mode where even if you selected a special move of the accumulation type for a 2P attack, the move would not be performed.

- Fixed a bug where the damage of mega moves was the same as usual in the bonus stage.

- Fixed a bug that some menus during pause are determined by the left and right buttons.

Version 0.9.2 Update

■ Addition

- A new style "Joy Mega Mode" has been added to all characters.

  • -- The character's life will grow and the reach will be longer.
  • -- All combos and cancel attacks will be disabled.
  • -- Some Special Moves and Normal Moves will change.
  • -- Some Special Moves become "Mega Specia" by pressing P and K at the same time.
  • -- Attack power is 1.2 times, stunning value given is 1.33 times, knockback power (launch distance) is doubled.
  • -- The Score Bonus multiplier will be increased by 0.1.

- Added "Stun" due to continuous damage.
If you stun your opponent in 1P mode, you will get a bonus (14,000 points).

- When selecting a style, you can now select a color from 4 types by inputting ??.
(Color selection by pressing and holding the button has been abolished)

- Added a bonus stage when clearing 2nd page.

- The following functions have been added to the training mode.

  • -- STUN on / off
  • -- Background change function
  • -- Added shortcut command
    Reset position : "? + PAUSE" (Continue to move position with PAUSE)
    Record / play / stop 2P operation : "? + PAUSE"
    Slow on / off : "? + PAUSE"
    Hitbox On / off : "? + PAUSE"

- The mission display of the combo dojo can now be selected from "P - K" and "○ - ×".

- A continuation screen and game over have been added, and
even if the game is over, it is now possible to register in the score ranking.

- (Improvement by PICO-8 version 0.2.2)

  • -- A game pad with an analog stick that can now be operated with a digital button (cross key).
    (On iPhone / iPad, PS4 controller can be paired and cross key operation is possible.)
     Click here for pairing method
  • -- Hiragana and Katakana fonts have been improved.

■ Adjustment

- It is now possible to enter a preceding command during a round call.

- KOs with consecutive hit attacks will now receive a follow-up attack.

- ↓← Command's Special Move is no longer valid with ↓? (Countermeasures against outbursts)

- When 1P and 2P hit the attack at the same time, the phenomenon that either attack is prioritized and hit
is adjusted so that there is no advantage or disadvantage by making it simultaneous damage.

- In addition, the number of frames, judgment, damage, etc. have been adjusted as a whole, and the known permanent combo has been deleted.

■ Bug fixes

- Fixed a bug that caused an error when 2P > CPU was selected for some characters in training mode.

- Fixed a bug that caused an error when skipping at the beginning of the ending.

- Fixed a bug where the unguardable time continued for 1F on the damaged side immediately after the combo was interrupted, and if you attacked there, you could make a correction cut combo.

Back