
Version 0.6.1 is now released, ARN-01D joins the fight!
Read the full detail changelog here.
Watch on YouTube

Originally designed for the Sector-K Wars, any surviving ARN units were converted into peace keeping street units by the Galactic Agency. After years of wear and tear, they have developed a reputation for being aggressive and unpredictable.
Move List
Command Normals
- Backward Medium Punch: Backward + MP
- Down Backward Medium Punch: Down + Backward + MP
- Backward Heavy Punch: Backward + HP
- Squat Kick (Left): Down + LK (After Squat Kick Right)
- Squat Kick (Right): Down + LK (After Squat Kick Left)
- Dive Bomber: Down + MK (In Air)
Special Moves
- Energy Turret: (Charge) Back -> Forward + Punch
- Rapid Taser: (Charge) Back -> Forward + Kick
- Orbital Strike: (Charge) Down -> Up + Punch
- Battery Discharge: (Charge) Down -> Up + Kick
- Jet Pack (Charge) Back -> Forward + Punch (In Air)
- Back Boost 2x Kicks (In Air - EX Only)
Super Moves
- Maximum Thrusters: (Charge) Back -> Forward (x2) + Kick (Grounded + Airborne, Costs 2 Bars)
- Access Denied: QCFx2 + Punch (Costs 4 Bars)

Performance Optimizations
Made some engine improvements to the projectile, game effect, and sound object caching systems, should improve per-frame performance and rollback performance.
Input Leniency
- Chain: Increased from 4 to 10

A few characters also received a few balanced adjustments

TYara
- Cr.MP: Added standing frames during startup, fixed counter hit giving heavy frame advantage instead of medium
- St.MP: Decreased extended hurt box frames
- Cr.HP(Charged): Increased juggle value
- St.HK: Increased juggle value
- Jp.MK: Fixed counter hit giving heavy frame advantage instead of medium
- Jp.HK: Fixed counter hit giving medium frame advantage instead of heavy
- FlyingGoddess.Regular: Decreased juggle value
- BreakYourBones.All: Increased damage scaling, increased damage, extended hit box range
- BreakYourBones.Regular: Increased recovery frames, increased knockdown frames
- BreakYourBones.EX: Increased juggle value
- ShieldCharge.Regular.Hold: No longer gains armor initially
- ShieldCharge.Regular.Fast: No longer gains armor
- ShieldCharge.Regular.Charged: Increased armor frames
- WarDance.Super: Increased startup animation distance, decreased standing pushback, decreased final hit corner pushback
- MeteorGoddess.Super: Extended hit box range

Dog
- St.MK: Increased followthrough frames, decreased advantage
- St.MK (First Hit): Increased hit stun / advantage, decreased block stun / advantage
- Cr.HK (Slide): Increased push back on hit
- PinWheel->Dive.Regular: Increased hit stun, increased block stun
- Run.EX: Moved up armor start frame
- Run->Slide.EX: Can no longer DTC on block
- Run->MidStrike.EX: Can no longer DTC on block
- Run->LeapStrike.EX: Increased hit stun / advantage
- Run->Stop: Increased recovery

Agent-G
- Cr.LK: Decreased followthrough frames, decreased hit stun, decreased block stun
You can read the full detailed notes here
