1.7

Feature: Hyperdrive System
A new mode of attack! Dashing during a connected attack will consume 2 bars of Overdrive meter, to quickly recover the character and enter Hyperdrive for a brief period
During Hyperdrive most normal and Special attacks will connect on an airborne opponent, but meter gain and Overdrive Specials are inactive. Super abilities will work but will exit Hyperdrive when performed
Many new combos are possible with Hyperdrive!
● NEKOGAMI: Light Rolling Ball now properly no longer hits low. Heavy Rolling Ball now properly no longer hits high
● GRANDSKY: Hurtbox significantly reduced for all Voyage specials
● YUMELODY: Hurtbox significantly reduced for all Number One Hit specials. Crouching Heavy
Attack now properly hits low
● Dash: Input left or right twice in a row while grounded to perform a dash. Dashing backwards grants temporary invincibility
● Arcs which opponents are knocked down or back from an attack are now varied when performing certain attacks
● Pause menu has been reorganized to allow for more functionality
● Overdrive meter refill toggle added to options in the Pause Menu
● 2P may now control the CPU while the CPU Action is set to NONE
● Title screen reorganized
● English game texts now use capital letters
● Corrected issue where characters were not removed from throw stun when hit by a projectile
● Corrected issue that allowed some jumping attacks to be performed earlier than intended
● Corrected issue where crouching and standing hurtboxes did not alternate properly when cancelling from crouching to standing Light Attack and vice versa
● Corrected issue where the attack state did not refresh when performing standing Light Attack on the last frame of crouching Light Attack