Version 2.0.3

**Version 2.0.3** was a minor update to Mega Man Arena that primarily focused on competitive gameplay changes and online server changes. It was released to the official Discord server on December 28th, 2020, and then released to the public on January 29th, 2021.

## Changelog

### **Enhancements**

* You can now shoot Hard Man in the face!  Character hitboxes are now independently tracked from physics-based collision boxes. Weapons will no longer pass through tall characters’ heads, nor will vertical weapons miss wide characters’ sides when coming down from above.
* Wavedash jumping has arrived!  If you jump out of a wavedash, your character will not turn around while airborne. This allows a player to retreat in the air while still attacking forward.
* Hitstun canceling has been reworked for attacks with longer hitstuns, like Flash Shot and Hard Dive.  Now the timing is the same as other shots - press jump within the first 10 frames after the first 5 frames of a hit.  However, the hitstun extension is still endured by the player, so in these cases a cancel will not result in instant movement (the cancel indicator is still seen at the moment of pressing jump).  The player will still be given the bonus frames of invulnerability after suffering the longer hitstun.  Before this change, players had to adjust the timing of a hitstun cancel and execute the cancel toward the end of the hitstun, which wasn’t ideal due to the change-up in timing.
* Magnet power-stealing sound files now appear in the game folder.

### **Online Changes**

* Host Options have been added to the host's online menu.  Hosts can now kick players and change lobby size while in the lobby!
* ALL is now available as a random stage choice
* When the lobby is set to random stage, the same stage will no longer be selected twice in a row
* Boss Rush mode has been reactivated online!
* Players can now check for active tournaments in the online menu
* The server list now supports more than 8 servers at once.
* New players are now prompted to change their name the first time they enter online mode
* When entering online PINs, the field no longer needs to be empty in order to cancel out with Escape
* Several sources of desyncs have been removed

### **Balance Changes**

* Heat Man now presses S1 in the air to perform an aerial heat barrage while fully charged.  This prevents accidental heat barrages by pressing jump after walking off platforms, etc.
* Heat Barrage now ends when connecting with the edge of a stage
* Hard Man can now throw Met Train and Met Heli
* Spark Man’s giant spark now deals more damage in boss mode. He can also recharge EP faster in boss mode.
* Doc Robot now consumes EP for Metal Blades (.5/shot) and Quick Boomerang (1/shot)
* Note: This spend does not affect boss mode to preserve the integrity of speedruns

### **Mods/Changes**

* The combo indicator now appears when combo’ing no-knockback characters.  Note that they can still move during combos.
* Invulnerability has been reduced for characters while in a no-knockback state (50 frames -> 30 frames) since they do not enter the 20-frame hitstun state, but rather skip straight to the 30-frame invulnerability state.  This does not affect Hard Man since his timer was already adjusted.
* Summons are much less likely to spawn inside walls
* Homing shots no longer target respawning players
* A player’s EP no longer recovers when caught in timestopper
* Debuff timers no longer count down while stuck in timestopper
* Grapples no longer stay active while the owner is stuck in timestopper
* Mega Man power timer no longer drains while stuck in timestopper
* When Proto Shield reflects a Top Spinner, the reflected top no longer counts against Top Man’s max tops allowed
* Leaf Shield and Crash Bombers now disappear while their attached player is transporting
* Needle Noggin no longer harms Enemies and Summons unless Needle Man is jumping or the enemy/summon is falling
* Gemini Laser is better layered, it no longer hides behind enemies/bosses after reflecting
* Top Man can now extend his pose by holding select
* Doc Robot now keeps his powers between rounds in Boss Rush
* Doc Robot directional inputs for power selection have been disabled
* Met Man once again teleports in after dying (as opposed to instantly appearing onstage)
* Various victory animations have been adjusted for location and frame speed
* Tomahawk 1 stage has been modified for more balanced play
* A block has been moved on Top 3 that made certain characters unable to advance
* Tourney and Balanced stage lists have been updated based on current tournament rules

### **Movelist Fixes**

* Flash Gatling has been corrected to show 3 EP for aerial usage
* Needle Stab has been corrected to show 4 damage, 5 EP (not vice versa)
* Homing Top has been corrected to show 2 damage
* Top Man’s ability to press up for top retrieval has been added
* Snake Glider has been corrected to show 3 damage
* Tark Charge Shot has been corrected to show 4 damage

### **Bugs Fixed**

* Characters with a high jump can no longer cancel the high jump with a regular jump on the same frame while still eating the EP cost
* Custom-set HP is no longer carried into Score/Boss/Online modes (playing Online like this would cause a desync between players)
* Wall/Interference has been removed from the left side of the Yellow Devil 2 boss chamber
* Characters can no longer jump off spikes the frame they land on them
* Characters grabbed from a sliding path now enter their hitstun state appropriately
* Players can no longer enter a boss gate while someone is in the process of respawning, thus leaving them behind.
* Players can also no longer initiate a stock steal while the other players are entering a boss gate.
* Score Mode deaths are now accurately counted following a game over
* Proto Shield reflections now retain their combo property
* Proto Shield no longer drains EP while caught in timestopper
* Proto Jet no longer crashes the game when deflecting certain projectiles while Proto Man is dead
* Tango no longer leaves when Proto Man dies, and he can no longer clip into walls when he stops spinning
* Mega Man can no longer get stuck in place if he uses a stolen hard knuckle right before getting stuck in timestopper
* Items spawned by Eddie now respect the 20-frame timer of being exclusive to Mega Man. This was not working, meaning opponents were able to grab the power up immediately upon it spawning
* Mega Man’s colors are now properly reset if he dies while charging with a stolen power
* Metal Man no longer spawns Metal Blades infinitely if time stopped during a Metal Tornado
* Flash Man can no longer trigger a wavedash after starting gatling (could only be done by sliding against a wall to create the wavedash window)
* Heat Pillar flames should no longer fall through drop-through platforms if positioned right at the edge
* Needle Man now moves backward when hit out of a homing attack
* Needle Man can no longer shoot in time stopper if he is frozen in a high jump while doing a rapid fire
* Needle Man can no longer interrupt his homing attack with another homing attack while in a high jump
* Needle Man no longer initiates an occasional empty homing shot out of a normal jump
* Hard Man can no longer permanently cancel gravity by triggering a dive one pixel above the ground
* Hard Man grappling Kamegoros/shells now behaves better when whirlpools interfere with the process
* Top Man can no longer pick up tops while stuck in time stopper
* Shadow Man no longer fast falls through Top Solids if initiating the fast fall just above it
* Shadow Man no longer loses his fast slide speed during Time Stopper (if he recovers without taking a hit)
* Snake bite now freezes properly in time stopper
* Pharaoh Man no longer ignores hitstun while using S2 in the air
* Pharaoh Man can no longer slide during his aerial S2 if he lands in the middle of it
* Pharaoh Man now moves backward when hit out of a punch
* Pharaoh Man can no longer hold a wave charge once frozen at match end, which allowed him to move while teleporting out
* Pharaoh Man can no longer take a charge shot with him when he warps out
* Pharaoh Charge Shot animation is correct now if he shoots just before throwing
* Charge Man/Dashing characters no longer clip through the floor if they initiate a slide the same frame they fall off a ledge (e.g. while wavedashing backward)
* Charge Man can no longer do weird things if he dashes immediately out of a normal shoot
* Doc Robot’s EP is no longer drained for using Quick Man’s speed while stuck in timestopper
* Cool Charge shot can now be reflected at up/down angles with Proto Shield
* Met Man can no longer use NS after low shooting in the air (mirrors grounded behavior)
* Met Man can no longer ride into slide spaces via Metal Conveyor while posing, which resulting in clipping when the pose was released
* Met Train can no longer take non-reflect damage while closed (such as Crash explosion, Hot Shield, etc)
* Tark no longer loses his second charge while in timestopper
* Katyusha can no longer activate her second slash after sliding out of the first slash, resulting in moving her forward during the second strike
* Web URLs now open properly
* Wavedash speed is now retained when time stopper ends if recovering without taking a hit

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