Early Access Patch 03/08/19 is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.
As we get closer to 1.0, you're gonna start seeing some big pushes for polish while we continue to work on story mode. This patch brings some much-desired combat HUD enhancements as well as further animation/balance updates. Read on...
Also, reminder that Oreo of our QA team will be hosting a Post-Patch Stream on Monday March 11 at 3pm PT. Same place as always: https://www.twitch.tv/manesix
New Features
Improved JD Bar
The JD Bar now has an animation when filled and changes color as JDG is tightened.
Invalid Combo Display
An 'invalid' combo is a combo that could have been teched out of at a certain point.
Reactive Character Portraits in Combat HUD
Expressions are context sensitive, for example "in hitstun", "performing super", "low health", etc.
Character Select Poses
Characters now strike a pose when chosen in character select! These are still a bit of a work in progress. We hope to finalize the animations by next patch. (it's still Early Access, after all)
Training Mode UI Extras
JDG value is now displayed in advanced data. This number is only ever affected after JD is filled
Frame data in Advanced Training mode now display division lines every 5 frames. This was long overdue and we apologize to all the lab monsters out there
New Tutorial Portraits
We've applied a layer of polish to Oleander and Fred's portraits in the tutorial. Fred is now much more pointy
Pixel Lobby
Gameplay
General
Arizona
Velvet
Paprika
Pom

Tianhuo
As we get closer to 1.0, you're gonna start seeing some big pushes for polish while we continue to work on story mode. This patch brings some much-desired combat HUD enhancements as well as further animation/balance updates. Read on...
Also, reminder that Oreo of our QA team will be hosting a Post-Patch Stream on Monday March 11 at 3pm PT. Same place as always: https://www.twitch.tv/manesix
New Features
Improved JD Bar
The JD Bar now has an animation when filled and changes color as JDG is tightened.
- Yellow is the beginning of JDG
- Orange is Average JDG
- Red is high JDG (Time to wrap up that combo!)
- Pink is insane JDG (How are you not done yet? CALM DOWN)
Invalid Combo Display
An 'invalid' combo is a combo that could have been teched out of at a certain point.
- The combo number will change color if at any point your opponent could have teched out of your combo
- Another number will show up underneath the color change to display on which hit of the current combo the opponent could have gotten out of it
- Up to 3 failure points can be displayed at once (at which point how and why are they still letting you get away with this? HIT SOME BUTTONS, NEVER GIVE UP)
Reactive Character Portraits in Combat HUD
Expressions are context sensitive, for example "in hitstun", "performing super", "low health", etc.
Character Select Poses
Characters now strike a pose when chosen in character select! These are still a bit of a work in progress. We hope to finalize the animations by next patch. (it's still Early Access, after all)
Training Mode UI Extras
JDG value is now displayed in advanced data. This number is only ever affected after JD is filled
Frame data in Advanced Training mode now display division lines every 5 frames. This was long overdue and we apologize to all the lab monsters out there
New Tutorial Portraits
We've applied a layer of polish to Oleander and Fred's portraits in the tutorial. Fred is now much more pointy
Pixel Lobby
- The Gas Mask accessory is now a face slot item. It was formerly a head slot item
- Shadow characters in the Salt Mines now have proper in-fight palettes
- There is now an icon in the server select menu that tells you which map it's hosting (though only Velvet's lobby is officially supported until next patch)
Gameplay
General
- Replaced Oleander's Intermediate 5 combo trial
- You can no longer block during backdash -> jump startup
Arizona
- Fixed an issue that caused Trample's recovery to prematurely disable counterhit, including on block
hurtbox no longer totally clears the average height of an
- Running now continues if you pass your opponent
- Trample animation updated
- Trample startup no longer slides forward before launching
- Fixed several cases where Trample could be cancelled into Level 2, even if the opponent has not been hit directly
now has a new animation
Velvet
- Velvet now has several new animations for casting ice missiles and snowballs for air and ground
(shatter)
and
have new ice animations.
's ice animation now crumbles
(eruption)
ice animations now crumble
(shatter)
and
no longer work strangely when Velvet is under the effects of another Velvet's level 2 frost effect (...finally)
Paprika
- Teleport
can now properly be counterhit
- Running now continues if you pass your opponent
Pom
- Can crouch cancel forward dashes again
- The first backdash of the match no longer has 1 additional frame of invulnerability (...yep!)
Tianhuo
- Air normals can no longer be cancelled into specials on whiff
animation updated