Super Smash Flash 2 Demo/Beta 1.3

Beta 1.3 is the fourth revision of the final major release of the Super Smash Flash 2 Demo and followed the third beta phase of development. It was the last of two versions released in 2020.
== Differences from Beta 1.2 ==
This demo features many differences from Beta 1.2, such as being added as a new unlockable character, Fourside getting a complete update, Butter Building and Fairy Glade getting added as new stages, and Emerald Cave receiving its alternate music track. Replays can now be auto-saved by enabling it in the data menu. Players can also hold left or right to slow down or fast-forward, hold the special button to pause, hold the shield button to resume, and press the grab button when paused to go frame-by-frame when viewing a replay. Stadium mode says "New Record!" when a new record is set, and players now have the ability to save replays from this mode. Character Specific Break the Targets Stages have made their return. The auto-updater was removed and replaced with the News Feed functionality.
== Version history ==
=== 1.3.0.0 ===
*View full changelog here.
=== 1.3.0.1 ===
==== Engine ====
*Restored knockback stacking capability while in hitstop (with move-specific ability to bypass stacking timer).
*Ledge-rolls onto narrow platforms now stay onstage.
*Fixed inability to use C-Stick and Grab smashes.
*KOing foes mid-command grab will now result in a proper stalemate.
*Corrected issue where match Survival Time did not count final smash cutscene frames.
*Fixed doubling of crowd-cheer when hit multiple times and already in heavy knockback.
*Fixed issue that caused characters that enter heavy knockback after knockback stacking to escape frozen, stamina KO, and FS grabs.
*Fixed issue with crowd cheers stacking when hit while already in heavy knockback.
*Fixed bug that caused some stage foreground elements to still be desynced.
==== Misc. ====
*Updated credits.
*Removed pop-up message after successfully loading a replay.
*Updated title screen social links.
*Removed legacy "First Launch" menu.
==== Stages ====
*Butter Building
**Star KOs now appear behind the stage.
==== Character Specific ====
*Captain Falcon
**Up Special
***Fixed ability for foe to escape on the frame the attack box comes out.
*Ganondorf
**Down Smash
***Fixed color errors.
***First hit maximum autolink knockback 60 -> 75.
***No longer does 0 knockback to downed opponents.
**Side Special
***Fixed issue that put Ganondorf into helpless if sliding offstage after landing.
**Up Smash
***Fixed issue that caused it to become cancelled prematurely when airborne.
***Fifth active frame added that can now hit downed/crouching opponents.
**Up Special 
***Fixed ability for foe to escape on the frame the attack box comes out.
*Ness
**PK Fire
***Knockback stacking now always applies regardless of stacking timer.
*Rayman
**Vortex
***Knockback stacking now always applies on final hit regardless of stacking timer.
=== 1.3.1.0 ===
View full changelog here.
=== 1.3.1.1 ===
==== Engine ====
*Characters in their Final Form now lose their Final Smash meter when KOd.
*Improved wall detection behavior when grabbing an opponent.
==== Modes ====
*All-Star
**Updated Isaac’s portrait in the Rest Area to match the new changes.
**Fairy Glade now appears on Stage 8 instead of Stage 7.
==== Items ====
*Assist Trophy
**Projectiles can no longer be pocketed, absorbed, or reflected.
**Pain no longer floats indefinitely if the ground below him is destroyed.
*Medusa heads no longer scale weirdly on some stages.
*Smash Ball now breaks in one hit in Training Mode.
==== Characters ====
*Many Final Smashes now detach from the ground at the start.
*Bomberman
**Realigned explosion GFX at the start of Jetpack.
*Bowser
**Minor update to idle pose.
*Captain Falcon
**Updated hurtboxes on grounded Falcon Punch.
**Added some glow effects to air Falcon Punch when charging.
*Chibi-Robo
**Fixed his electric attack trails on dash attack and up air.
*Falco
**Down air clean hit is now a meteor smash.
*Ganondorf
**Beast Ganon now bypasses shields.
**Minor palette fixes.
*Ichigo
**Fixed his Idle Blink and made it play faster.
*Isaac
**Minor fixes to his special fall animation.
*Kirby
**Updated Isaac Kirby to match the way Move works now.
*Krystal
**Fireburst Pod now bypasses shields.
*Link
**Characters can no longer SDI out of Triforce Slash if caught late.
**Attack Trail for Down Air integrated into the animation.
*Lucario
**No longer gets stuck indefinitely when using Aura Storm on some stages.
*Marth
**Down air tipper no longer has priority over arm hitboxes.
**Increased the height of the hitbox on Critical Hit to prevent whiffs on hit.
*Meta Knight
**Galaxia Darkness no longer whiffs on opponents who are directly behind him.
**Updated freeze frames/camera shake on Galaxia Darkness’ initial hit.
*Peach
**Stage music now restarts properly after using Peach Blossom in the air.
*Pikachu
**Fixed overlapping SFX on backwards double jump.
*Rayman
**Updated hurtboxes on dash attack.
*Sandbag
**Dodge roll intangibility moved from frame 1 to frame 3 and adjusted GFX.
*Sora
**No longer becomes intangible when using Aerial Recovery.
==== Stages ====
*Fixed the foreground layer scaling on Crateria, Flat Zone +, Green Hill Zone, Hyrule Temple, and PAC-MAZE.
*Fairy Glade
**Now tracks water KOs for the Steel Diver unlock condition.
**Mushroom now resets a character’s momentum before bouncing them.
**Mushroom no longer bounces characters when frozen, buried, in a barrel or egg, or during their Final Smash.
*Updated Hueco Mundo’s preview image on stage select.
*Adjusted Mushroom Kingdom I’s blast zones, camera, and spawn points.
*Adjusted background on Suzaku Castle.
*Casino Night Zone right Bumpers moved more to the center and further prevented the ability to stand on the corner bumpers without getting pinged.
=== 1.3.1.2 ===
==== Engine ====
*Special move priority changed when air canceling.
**Forward, backward, down, up, neutral → up, down, forward, backward, neutral
*C-stick smash attacks no longer reset ground momentum if “down” is not held.
*Camera boxes are now removed properly if a character gets hit during an attack that uses them.
====Modes====
*Solo
**Stadium
***Final Smash meter, score display, HUD display, and pausing rules are no longer applied to Home-Run Contest or Multi-Man Smash.
*Online Mode
**Fixed an issue where packets would fail if a match went beyond 18 minutes.
==== Characters ====
*Black Mage
**Meteor
***No longer becomes more powerful after using a smash attack.
***Meteor explosion is no longer ridiculously powerful for no reason.
****Angle 40° → 50°, BKB 92 → 33, KBG 60 → 85, hitlag 1f → 1x
***Now uses back/forwards instead of down/forwards for angle adjustment.
***Air version charge time now matches ground version (39 frames → 45 frames)
***Air version now very definitely 100% guaranteed uses the exact same damage scaling as the freaking ground version.
***Air version endlag 15 frames → 11 frames
***Air version now uses normal landing lag when landing after firing instead of no lag at all.
***Air version now properly kills the meteor when BM is hit when firing instead of just hanging in the air for a while.
***Reflected meteors no longer face the wrong direction.
***Air-to-ground transition handling improved.
***Minor animation adjustments.
*Bowser
**Ledge Attack
***Removed arbitrary premature ledge release to match the other characters.
*Captain Falcon
**Ledge Attack
***Removed arbitrary premature ledge release to match the other characters.
*Donkey Kong
**Dash Attack
***Can now be jump-canceled in the air.
**Neutral Air
***Startup 4 frames → 2 frames
***1 frame of autocancel removed.
***Active duration 9 frames → 10 frames
***Clean hit frame 4-5 → frame 3-4
***Strong hit sounds a bit stronger.
**Forward Air
***Hurtboxes mostly redone.
***Startup 12 frames → 11 frames
***Active duration 3 frames → 4 frames
***Clean hit frame 13 → frame 12-13
***Endlag 15 frames → 11 frames
***Meteor hit updated.
***No longer has priority over upper hitbox on frame 14.
***Frame 15 is now entirely a meteor hit.
***Frame 12 hitboxes added.
***Backwards range +17
***Upwards range +15
***Frame 13 trail hitbox added.
***Backwards range +2
***Upwards range +6
**Up Air
***Startup 2 frames → 3 frames
***Autocancel frames unchanged.
***Damage 14% → 13%, angle 90° → 75°
**Giant Punch
***No longer becomes more powerful after using a smash attack.
*Falco
**Jump force 27.5 → 25.4
**Double jump force 26.5 → 24.2
**Reflector
***No longer becomes more powerful after using a smash attack.
***Can no longer double-hit when jump-cancelled.
*Fox
**Reflector
***No longer becomes more powerful after using a smash attack.
***Can no longer double-hit when jump-cancelled.
*Kirby
**Copy Abilities
***Bowser Kirby can now edge-cancel from the air version and hits at the proper knockback angle when facing left.
***Lucario Kirby updated with new behaviors and correct aura scaling.
***Wario Kirby can now throw backwards when facing right.
*Krystal
**Item throws added.
*Link
**Arrow
***Bomb arrow no longer becomes more powerful after using a smash attack.
*Lloyd
**Ledge Attack
***Removed arbitrary premature ledge release to match the other characters.
*Lucario
**Aura Sphere
***Fixed an issue where spamming air cancels could create multiple floating aura spheres.
**Extreme Speed
***Can now be edge-canceled on landing.
*Luigi
**Jump force 15.5 → 15.8
***Double jump force 14 → 15.1
***Removed arbitrary premature ledge release on ledge getup to match the other characters.
**Ledge Attack
***Removed arbitrary premature ledge release to match the other characters.
*Mega Man
**Mega Buster
***Will now automatically cancel into Beat Call if up is held while firing.
*Meta Knight
**Forward Air
***Hitstop/self hitstop 3/2 frames → 2/1 frames for both hits
***Now has an outer and inner hitbox for both hits.
***First hit inner hitbox angle 80° → 30°
***Frame 3 hitbox size adjusted.
***Outer half up/down range -2
***Inner half up/down range +4
***Frame 7 hitbox size adjusted.
***Outer half forwards range +2
***Inner half backwards range +2, up/down range +6
**Back Air
***Hitstop 3 frames → 4 frames
**Up Air
***Self hitstop 2 frames → 1 frame
***Endlag 10 frames → 9 frames
***Autocancel frames 12-13 → frame 12
***Front hitbox size 16x16 → 18x18
***Forwards range +6
***Backwards range -4
***Upwards range +2
***Top hitbox size 36x16 → 36x20
***Forwards range +3
***Backwards range -3
***Downwards range +4
***Back hitbox size 16x16 → 18x18
***Forwards range +2
***Upwards range +2
***Slash effect updated for new hitboxes.
**Down Air
***Self hitstop 2 frames → 1 frame
***Endlag 12 frames → 10 frames
***Autocancel frames 14-15 → frame 13
***Front hitbox size 16x16 → 18x18
***Forwards range +6
***Backwards range -4
***Upwards range +2
***Top hitbox size 36x16 → 36x20
***Forwards range +3
***Backwards range -3
***Upwards range +4
***Back hitbox size 16x16 → 18x18
***Forwards range +2
***Upwards range +2
***Slash effect updated for new hitboxes.
**Drill Rush
***Handbox comes out 11 frames later.
***Handbox duration 13 frames → 2 frames
***No longer jumps up when ending on the ground.
***Fixed metal footsteps when ending in the air.
**Up Throw
***Movement speed is now as fast as Kirby’s up throw (50 → 70)
***Now uses fire effect on landing.
***SFX updated.
*PAC-MAN
**Pac-Jump
***Trampoline no longer displaces characters hanging from a ledge
*Pichu
**Electro Ball
***Pushback on discharge air version now works properly.
**Agility
***Zips no longer hit twice sometimes.
***Fixed an issue where grounded down zip when facing right could be followed up with another right zip.
***Fixed an issue where grounded left zip would detach from the ground.
***Down-angled ground zips now trigger landing behavior immediately.
***Fixed these issues on the discharge version as well.
***Added some missing camera shake to down-angled discharge version.
**Thunder
***Can no longer be pocketed.
***Lightning moved back 7.25 pixels
***Lightning falling hurtbox centered and significantly shrunken down.
***Lightning falling hitbox updated.
***Forwards range +1.4
***Backwards range -1.4
***Upwards range -5.6
***Downwards range +1
***Lightning landing hurtbox centered and significantly expanded.
***Lightning landing hitbox updated.
***Forwards range +5.4
***Backwards range -5.4
***Upwards range -22.55
***Downwards range +0.65
***Lightning now actually touches the ground when landing.
*Pikachu
***Now turns around with his back item throws.
***Made item throw frame data consistent with other characters (frame 5 → frame 4)
**Quick Attack
***Startup 5 frames → 7 frames
***Fixed an issue that prevented a second zip if the first was down-angled.
***Fixed an issue where grounded down zip when facing right could be followed up with another right zip.
***Fixed an issue where grounded left zip would detach from the ground.
***Down-angled ground zips now trigger landing behavior immediately.
***No longer stops at the ledge when grounded.
***Can now edge cancel during landing part.
**Thunder
***Lightning hurtbox centered and made level with the hitbox (slight height reduction)
***Lightning falling hitbox updated.
***Forwards range +1.45
***Backwards range -1.45
***Upwards range -5.55
***Downwards range +0.95
***Lightning landing hitbox updated.
***Forwards range +5.45
***Backwards range -5.45
***Upwards range -1
***Downwards range +2.3
***Lightning now actually touches the ground when landing.
*Pit
**Palutena’s Bow
***Arrows can no longer be pocketed.
**Upperdash Arm
***Now properly reacts to/reflects projectiles.
***Air version now reacts to shield hits and keeps some momentum on hit.
*Rayman
**Down Tilt
***Hurtboxes updated.
*Ryu
**Focus Attack
***Opponent movement reset on hit.
*Samus
**Charge Shot
***Fully charged shot BKB 50 → 40
*Simon
**Up Smash
***First hit KBG 70 → 0
***First hit late hit top hitbox angle 110° → 250°
***First hit late hit updated.
***Top hitbox 40.8x43.2 → 40x40
***Forwards range +13.5
***Backwards range -14.3
***Upwards range -5.55
***Downwards range +2.35
***Bottom hitbox 60.1x89.8 → 40x90
***Forwards range -1.1
***Backwards range -19
***Upwards range +0.1
***Downwards range +0.1
***Second hit secondary hitbox added.
***Forwards range +23.85
***Downwards range +42.5
***Second hit late hitboxes removed.
***Active duration 4 frames → 2 frames
***Endlag 9 frames → 11 frames
**Up Air
***Animation slightly retimed.
**Ring Grapple
***Wall bounce height now resets when landing or getting KO’d.
***No longer bounces off terrain during the initial jump; only during the swing.
*Sora
**Up Smash
***Added second top hitbox with angle of 225°.
***Final hit damage 8% → 7%
**Down Smash
***Now uses manual refresh rate.
***4 hits for 10% → 6 hits for 12%
***Strong final hit active frames 16/18-21 → 18-21
**Dash Attack
***Movement boost 13 pixels/frame → 16 pixels/frame
***End movement speed x0.7 → x0.9
**Strike Raid
***Removed windbox from returning keyblade.
*Tails
**Now turns around with his back item throws
**Added landing checks to air item throws
**Spin Dash
***No longer becomes more powerful after using a smash attack or charged spin dash.
Damage 8-11.6% → 8-12%
***Now keeps horizontal momentum during forwards smash even if moving faster than 3.5 units/frame.
*Waluigi
**Removed arbitrary premature ledge release on ledge getup to match the other characters
**Ledge Attack
***Removed arbitrary premature ledge release to match the other characters
*Wario
**Corkscrew
***Duration 25 frames → 24 frames
***Initial hits active duration 12 frames → 11 frames
***Multihit now does fixed hits instead of using refresh rate.
***1 hit every 3 frames → frame 4-5/6-7/8-10/11-13/14
***Multihit no longer uses knockback stacking.
***Frame 7 BKB 35 → 90
***Frame 13-14 BKB 20 → 35, KBG 1 → 30, hitstop/self hitstop 0 frames → 1 frame
***Initial hits hitbox altered.
***Frame 5 hitbox size 45.4x43.8 → 44x50
***Forwards range -1.3
***Backwards range -0.1
***Upwards range -1.05
***Downwards range +7.25
***Frame 6-11 hitbox size 45.4x33.5 → 44x50
***Forwards range -1.35
***Backwards range -0.05
***Upwards range -1
***Downwards range +17.5
***Frame 12-14 hitbox size 45.4x31.2 → 44x50
***Forwards range -1.35
***Backwards range -0.05
***Upwards range -1.05
***Downwards range +19.85
***Frame 17 hitbox upwards range +7
*Zelda
**Now turns around with her back item throws.
**Added landing checks to air item throws.
*Zero Suit Samus
**Plasma Whip
***Added a weak hit between the two strong hits (frames 13-14)
==== Stages ====
*Castle Siege
**Phase 1 stage length very slightly reduced (464.45 → 464.4)
**Phase 1 blast zones shifted 1.25 pixels down and 5.05 pixels to the left.
**Camera bounds shifted to compensate.
*Final Destination
**Blast zones shifted 0.05 pixels to the right (now properly centered)
**Camera bounds shifted to compensate.
*Jungle Hijinx
**Blast zone size 1462.95x994.8 → 1460x1000
**Left offstage area 475.25 → 469.85
**Right offstage area 467.4 → 469.85
**Ceiling height 576.15 → 575
**Bottom blast zone 418.65 → 425
**Camera centered and shifted slightly up.
*Pokémon Colosseum
**Blast zones shifted 0.1 pixel up and 0.05 pixels to the right.
**Camera bounds shifted to compensate.
*Rainbow Route
**Adjusted main platform terrain to make pineappling less likely unless the player doesn’t know how to recover.
**Moved both ledges inwards by 4 pixels.
*Sky Sanctuary Zone
**Blast zone height 980 → 1020
**Ceiling height 545.5 → 585
**Lower blast zone 434.5 → 435
**Blast zones shifted 0.2 pixels to the right (now properly centered)
**Camera bounds shifted to compensate.
*Suzaku Castle
**Main stage length 606.2 → 543.4
**Bottom terrain adjusted to compensate and reduce pineappling.
**Platform centered and length decreased (447 → 383)
**Blast zone size 1590x1140 → 1550x1100
**Left offstage area 492.15 → 503.3
**Right offstage area 491.65 → 503.3
**Ceiling height 660.2 → 650
**Bottom blast zone 479.8 → 450
**Moved both ledges inwards by 4 pixels.
**Camera bounds centered.
*The World That Never Was
**Blast zones moved 9.95 pixels down.
**Camera bounds centered.
*Tower of Salvation
**Blast zones moved 0.05 pixels down.
== Trivia ==
*This demo version was the last update of the "Rotation Release Cycle", which ran from March to December of 2020.
Category:Super Smash Flash 2 Demo
Category:Super Smash Flash 2
Category:Super Smash Flash series