2025-Aug-5/5
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Hello everyone!  Thank you as always for your support.Let's take a look at this week's progress!

Demo Update

download it from here. The new password is "hkciUv3jwFq7vks".

Implemented CPU for Zdrada

Balance adjustments

A-Gauge restored

Zdrada Balance Adjustments

Greatly reduced both distance and speed of her air dash

From maximum range, she could easily move behind the opponent, and the speed was so fast that anti-airing was nearly impossible. The performance was absurd, so it was nerfed.

Increased horizontal knockback direction on Air C hit

To prevent infinite combos. The same change is planned for Modius.

Increased launch height on C crouching attack

Made it easier to follow up.

Reduced total frames of Air Assault Rush from 36f to 18f

Since the action reused the Air B attack and was too long for its intended use.

Changed Zdoburn (214D) so it can no longer be canceled from normals

It created easy guaranteed unblockable strings, so the combo route was removed.

Fixed Zdoburn being avoidable by crouching

The hitbox was placed too high, so it was extended vertically to also hit crouching opponents.

Fixed Zdocutter being uncancelable into Air Assault Rush

The state check was on “ground,” so requests for the aerial Assault Rush were being rejected. Changed to check the current state instead of only the initial one.

Changed D attacks on hit to cause strong ground bounce

To increase the reward for landing a high-risk D attack. On counter hit or fatal hit, the opponent bounces even higher, making follow-ups easier.

Bug Fixes

Neutral buffer frames after command input were infinite.

Caused by skipping the buffer check for the last directional input.

CPU would move during intro scenes.

Caused by inconsistencies between manual and request flows. Unified them.

Throws and other moves failed to move the opponent to the specified coordinates.

Code related to coordinate settings was lost during refactoring; restored.

Multiple bugs occurred when assigning Player 2 (right side).

Mistakes introduced during request system refactoring. Too many to list, but all discovered ones were fixed.

A-Gauge wasn’t increasing at all.

The gain process wasn’t being executed. It seems it was deleted after errors during refactoring.

CPU Development

This is cpu vs cpu.

To define CPU behavior, I divided actions into two main types:

Looping actions such as walking or dashing (mainly movement).

One-time actions such as attacks.

Managing the looping actions in particular was tricky.For example, if another action overwrote a loop action mid-execution, resetting at the wrong timing caused leftover invalid loop data.Eventually, I stabilized it and made it possible to set detailed start/end conditions, such as “with delay” or “until landing.”

I also revisited guard reversals so the CPU could use them. The code was terrible: no attack data, no hitboxes, no frame handling.Since this is an important defense system, I fully rebuilt it. When used, it’s an incredibly powerful and troublesome action!

For attack start conditions, I initially planned to check exact range. But later I tried simply categorizing distance into “point-blank, close, mid, far,” and it worked fine.Because it doesn’t check strict range, it sometimes whiffs—but ironically this gives it a human-like feel.Additionally, the CPU now selects optimal combo sequences based on opponent’s actions, positions, and its own gauge amounts.

The finished CPU can now perform very diverse actions.In test matches it’s so strong that I can hardly win myself!Its strength is more than enough, so I’ll make this the highest difficulty and allow tuning down from there.

Plans for the Rest of the Year

Hard to believe, but only four months remain this year.To prepare for the public demo release, I’ll be stricter than ever with scheduling.

September: Enhance effects, adjust animations

October: Recruit debuggers, balance adjustments, bug fixes, create OP movie, complete demo, presentation to vanripper

November: Crowdfunding preparation, application, launch

December: Christmas manga production (?)

Plans for Next Week

Develop CPU for Modius

Implement CPU difficulty settings

Add Story Mode

Strengthen VFX

That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.Have a great weekend!

shibagani48 PATREON 52 favs
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POSTEDAug 31, 2025
ARCHIVEDJun 10, 2026