Version 0.8.1 is now released!
Watch on YouTube
This patch brings gameplay updates, performance optimizations, and bug fixes.
Read the full detail changelog here

Performance
Improved general performance, game should feel smoother than ever before.
Audio
Fixed issue where audio would always mute when the game lost focus, even with the option turned off in the settings.

Golden Hits
Reduced the affect of Golden Hits so they have less impact on gameplay and more of a subtle bonus. Removed the juggle bonus for landing golden hits on airborne opponents (-1 juggle remove), decreased the hit stun bonus on grounded opponents from +2 to +1 (less bonus links), but increased the damage bonus.
Trials
Removed Golden Trials and updated any that needed to reworks.
Camera
Adjusted the gameplay camera a bit. Slightly lower, slightly angled up, slightly closer, and does not move into the corner as far.
Push Back
Adjusted push back speed factor so that it is slightly slower and re-balanced characters' moves' push back frames to be in line with that move instead of a light / medium / heavy basis. Should feel more coherent per-move instead of being based on attack strength.
Collision Boxes
Increased the width of all hurt, grab, and move boxes, making characters slightly larger horizontally.
DTC - "Reversal" Moves
Moves that are considered strong reversals (generally moves that could not be DTC'd on block) can no longer be DTC'd as the first hit of a combo. They can now only be DTC'd when used during a confirmed combo.
JTC
Slightly reduced juggle distance, should make followups easier when hit from further away.
HTC
Made some changes to how the HTC works. Input has been changed from Down+HP+HK to Down->Down+HP+HK, now causes a super freeze and camera zoom, and decreased the effective recovery frames by half. Should be a bit more obvious when it happens, allowing the other player more of a chance to counter.
Juggles
Adjusted standard juggles for each character from a single version to a light, medium, and heavy version. All of them juggle slightly lower than before, but light attacks will juggle less than medium, and medium less than heavy. This should make these juggles a bit less effective but look better overall.
Runs
Some characters can now run.

Roy
- Trials: Updated Moderate_4
- Dash.Forward: Now a run
- Cr.LP: Always causes a reset against juggled opponents
- St.MP: Increased juggle corner pushback, decreased juggle value
- Fw.MP: Decreased pushback frames
- Jp.MP: Now causes a hard knockdown against juggled opponents
- St.MK: Increased pushback frames
- St.HP: Decreased pushback frames
- Cr.HP: Decreased pushback frames
- Cr.HK: Decreased pushback frames
- Gunshot.All: Decreased pushback frames
- Gunshot.Fake: Decreased recovery frames, increased cancel window into dash cancel
- Headbutt.All: Decreased pushback frames
- Headbutt.EX: Can no longer DTC when used as first hit of a combo
- Super.Gunshot: Increased juggle value, will never cause a juggle reset, decreased pushback frames
- Super.KnuckleSandwich: Increased juggle value, will never cause a juggle reset, decreased pushback frames

Cid
- Cr.MP.Charged: Will never cause a juggle rest
- St.MK: Increased pushback frames
- Cr.HK: Decreased pushback frames
- Wheel.All: Adjusted first grounded hit box bottom so that it will whiff easier against low normals, decreased pushback frames
- Rush.All: Decreased pushback frames
- Rush.EX: Can no longer DTC when used as first hit of a combo
- Super.Ball: Increased juggle value, will never cause a juggle reset, decreased pushback frames

Tyara
- Trials: Updated Moderate_3, Moderate_5, Hard_1, Hard_2, Hard_3, Hard_4, Hard_5
- Jumps: Added super jump (Down -> Up)
- St.LP: Decreased pushback distance
- Cr.LP: Decreased pushback distance, increased juggle value, now always causes a reset against juggled opponents
- St.LK: Now causes a juggle against juggled opponents, decreased juggle value, will never cause a juggle reset
- St.MP: Decreased pushback distance, decreased pushback frames
- Cr.MK: Decreased pushback frames
- St.HP: Decreased pushback frames
- Cr.HP.Fast: Decreased pushback frames
- St.HK: Decreasd pushback distance on block
- Jp.HK: Increased startup frames, decreased active frames, increased followthrough frames, retracted bottom hit box, removed extended hurt box, updated animation
- Shield.All: Decreased pushback frames
- Shield.EX: Decreased juggle value
- HeadLopper.All: Decreased pushback frames, increased kara cancel window
- HeadLopper.EX: Now causes a groundbounce against juggled opponents
- FlyingGoddess.All: Now added to cancel list
- Super.WarDance: Final hit now manual and requires FlyingGoddess input, flying goddess followup can be DTC'd, increased juggle value, will never cause a juggle reset

Dog
- Trials: Updated Hard_4
- Throw.Air: Adjusted grab offset
- Cr.MK: Decreased pushback frames
- St.HK: Increased juggle y velocity against grounded opponents
- Cr.HK: Decreased pushback frames on block, increased pushback frames on hit
- Db.HK: Increased pushback frames
- PinWheel.EX: Can no longer DTC when used as first hit of a combo
- PinWheel.EX->Grab: Adjusted grab offset
- PinWheel.All->Slide: Decreased pushback frames
- Run->Slide.All: Decreased pushback frames on block, increased juggle y velocity
- Run->Slide.EX: Can no longer DTC when used as first hit of a combo
- Run->MidStrike.All: Decreased pushback frames on block
- Run->MidStrike.EX: Can no longer DTC when used as first hit of a combo
- Run->LeapStrike.All: Decreased pushback frames on block
- Super.PinWheel: Increased juggle value, will never cause a juggle reset
- Super.Run: Increased juggle value, will never cause a juggle rest

Agent G
- Trials: Updated Moderate_3, Hard_2, and Hard_5
- Cr.LP: Increased juggle value, will always cause a reset against juggled opponents
- Cr.MP: Decreased pushback on block
- St.HK: Decreased pushback frames on block
- Cr.HK: Decreased pushback frames on block
- Fw.HK: Increased pushback frames
- CrescentKicks.All: Can no longer DTC when used as first hit of a combo, decreased pushback frames on block
- CrescentKicks.L/M: Decreased juggle x velocity
- CrescentKicks.M/H/EX: Increased 3rd hit damage
- CrescentKicks.EX: Decreased 1st hit damage
- CrescentSplits.All: Decreased pushback frames on block
- LunarDisc.All: Increased pushback frames, decreased pushback on block
- Super.LunarGeyser: Increased juggle value, will never cause a juggle reset

Maxx
- Trials: Updated Hard_1, Hard_3, and Hard_4
- Jumps.Buffed: Now has separate jump when buffed, does not go as far
- Dash.Forward.Buffed: Now has a separate dash when buffed, is a run, has one hit of armor (removes buff when triggered)
- Fw.MP.Charged: Increased pushback frames
- Fw.HP.Both: Decreased pushback frames on block
- St.HK: Decreased pushback frames on block
- Cr.HK: Decreased pushback frames on block
- Cr.HP: Decreased pushback frames on block
- HookSwing.All: Decreased pushback frames
- Super.LastCall: Increased juggle value, will never cause a juggle reset

ARN-01D
- Trials: Updated Hard_3 and Hard_4
- Dash.Forward: Now a run
- St.MK: Now extends move box during first active state
- Cr.MK: Decreased pushback frames on block
- St.HK: Now extends move box during first active state, decreased pushback frames on block
- Cr.HK: Decreased pushback frames on block
- EnergyTurret.All: Increased pushback frames on hit
- EnergyTurret.L/M/H: Decreased pushback on block
- RapidTaser.All: Decreased pushback frames on block
- BatteryDischarge.All: Decreased pushback frames on block, can no longer DTC when used as a first hit of a combo
- Super.Drive.All: Increased juggle value, will never cause a juggle reset

Gat
- Trials: Updated Moderate_4, Hard_1, Hard_2, Hard_3, Hard_4, and Hard_5
- St.LP: Extended hit box range
- St.MP: Now causes a reset against juggled opponents
- St.MK: Decreased pushback frames on block
- Cr.MK: Decreased pushback frames on block
- St.HP: Decreased pushback frames on block
- Cr.HP: Decreased pushback frames on block, can no longer hit crossup against characters jumping over, adjusted hit boxes
- Fw.HP: Decreased pushback frames on block
- St.HK: Decreased pushback frames on block, can no longer hit crossup against characters jumping over, adjusted hit boxes
- Cr.HK: Decreased pushback frames on block
- Gem.EX: Can no longer cancel into flight when used as a first hit of a combo, decreased juggle corner pushback of non-combo version
- AirReaper.EX: Decreased juggle x velocity, decreased juggle y velocity, decreased juggle y acceleration
- Super.GemLancer: Increased juggle value, will never cause a juggle reset
Read the full detail changelog here.