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Nick Beardguy / Combat Log Update

Full Color Sprites for Nick
  • Almost all of Nick's animations have been revamped with finished art, except for his Air Throw related animations. Those will be finished soon.
  • The next character to get an art update will be Lewis, and we expect this will take about two months.


Balance Change: A Small Step Forward for Nick (literally)
  • Nick now steps forward 1 square when doing his A combo, instead of slipping back to his starting square. This keeps him at a desirable range after landing an A combo instead of pushing the opponent to an unfavorable distance.
  • The corner distance for Cheesy Dust Loops is checked AFTER this step, meaning that Nick can now do his enhanced A corner combo from a further distance than before. His B combo is unaffected.


New Feature: Combat Log
  • Now, whenever you pull up the clickable mouse controls (also known as the 'Strategic View') by clicking the game window during a match, a new Combat Log will appear.
  • This log contains detailed information about the inner workings of the game, and it will explain in text why a player got hit, the current frame advantage situation, how much damage was dealt, and so on.
  • All of the above can be learned without pulling up the log, but my hope is that inexperienced players to the fighting game genre can use it to better understand the game.
  • You can click to "pin" this view so it always shows up if you want a "turn based strategy" style view, or you can disable this feature entirely in the options menu for a more immersive fighting experience.
  • Currently the log requires the clickable mouse controls to be active, but the log can be toggled on or off separately. In a future patch we may decouple the log from the mouse HUD.


Improved Input Display Bar
  • The input display on the bottom of the screen is now glyph-based, to make it easier to read at a glance, and to make the layout more consistent.
  • In single player, you can now see your own input choices before locking in both actions. This information is still hidden in Versus, for obvious reasons.


Other System/Visual Changes
  • When a player is hit in the air outside of the jumping state, they will play a Juggled animation. If a player is hit on the ground despite electing to jump, they will no longer be Juggled. This is entirely a cosmetic change, and does not influence things like Noel's anti air combos.
  • Mega Knockdown is now compatible with the Game Recording Beta. We're not currently using any special API features, but you can follow the instructions in the link to make easily sharable clips of gameplay.
  • When the Guide is open, the mouse menu will be temporarily hidden so it doesn't cover up Guide elements.
  • Adjusted the shape of Player 2's mouse controls to match Player 1.
  • C attacks are now labeled "Salty" attacks in the rebinding menu, and nowhere else. (was: "Spicy")


Bug Fixes
  • Fixed Player 2 not being able to rebind gamepad controls from the Options menu.
  • Fixed Jerma appearing during some of Marv's animations after a KO.
  • Fixed the red "damage" bar not recovering in Training mode when Recover HP is enabled.
  • Fixed a bug where Faith Smasher would sometimes appear to trade with attacks, instead of winning.
  • Fixed a rare issue where certain jumping A attacks would sometimes trade "asynchronously" with other jumping attacks.
  • Fixed an issue where cutscene conversations could not be advanced by clicking the mouse.
  • Fixed a brief "jitter" that would happen when a special move name is displayed on the input display HUD.
  • Fixed a mousing issue sometimes causing the selected lesson to change when loading a Tutorial lesson.

Sensei Bob's Tutorial Update

You may be wondering, who's the guy on the poster?
That's Sensei Bob. He runs Greenville's only karate dojo, although he is techically a master of Bob-Kyu, a martial art he invented himself. He claims to have won some kind of secret underground tournament in Southeast Asia back in the 70s or 80s, but we're not sure if that's true or not.

Revamped Tutorial
  • In this update, Bob replaces the disembodied narrator of Tutorial mode, which has a new HUD and support for glyphs representing game actions and dynamic hotkeys which respond to your actual key/button bindings and choice of controller.
  • Lesson Select has a new look and some extra flavor text.
  • Bob now appears in Arcade Mode's Smart Tips (now Sensei's Tips) to remind you of important game mechanics. He'll offer some encouragement if you lose in Arcade Mode, at least the first couple times. These tips only appear once each, but you can reset them in the options mode at any time.


Improved Rebinding Menu
  • The Rebinding menu has a new look which includes the same new Glyph system as the Tutorial. In Character Select, the menus can now be opened or closed independently on a per-player basis (so Player 2 can adjust their settings while Player 1 is customizing their controls, or vice versa).
  • Observe that A, B and C attacks now have proper names: Light, Medium and Spicy. (C attacks, while slow, tend to be "tricky" rather than "heavy" attacks.)


Expanded Localization
  • Several more text fields, including the full tutorial, have been set up for localization and mostly translated into Brazillian Portuguese thanks to community member Stealphie. (To play the partially translated portuguese localization type -language=pt-BR into the Steam launch options) Other languages are not as far along, but this work will help future translations.


Other System Changes
  • The game has been updated to a newer version of the Rewired Input Manager plugin, which manages game inputs and controller support.
  • Various text fields have been moved over to TextMeshPro from UI Text


Bug Fixes
  • Fixed some problems with controller navigation of the Online menu
  • Fixed an issue where a B attack would not combo at some ranges
  • Fixed an issue where Billy's armored attacks would sometimes excessively push Billy

Compete in the special 2nd Anniversary Edition of our online league!

Sign up here: https://challonge.com/tournaments/signup/U3e3V6ZL5f#/signup/14umqeh8hzb

The Mega Knockdown League is a friendly online competition that can be played at your own pace. Free to enter. No region restriction. Players must be on the Mega Knockdown Discord to receive communciations.

Prize: First place gets a minimum of $100 USD via Matcherino, contributed by the TO. 2nd/3rd may get a payout if Matcherino raises beyond $100.

Format: Round Robin. Participants will be divided into groups. Once the tournament begins, you will have roughly 1 week to play a match with everyone else in their group. Matches will be played either over the in game Lobbies. The top 2 players of each group by Match Wins will enter into a finals bracket. The winner of the finals bracket will win the league.

Disqualification: If a scheduled match is not played by the end of the month, it is either a draw or a win, according to TO's discretion. It is understood that some player matchups may not be possible due to scheduling and time zones.

Tournament Rules

  • Best 3 out of 5 games per match.
  • Winner of prior game must keep same character
  • Loser of prior game may switch character
  • "Standard" time setting (15 second timer)
  • Players must be on the Mega Knockdown Discord to receive communciations.

Version 0.953 Update (Hotfix)

Online Lobby Fixes
In Online mode, fixed a Null Reference Exception issue preventing players from readying up after returning to lobby.
Fixed a bug forcing player 2 to play as Jerma in online mode.

True Colors Update (Colors Update Part 2)

Surprise! The last update was great and all, but we had a few loose ends to tie up.

Completed Full Color Sprites for Billy
  • A few of Billy's animations and sprites that were not yet ready for the last update are now finished, most notably his ground throws and throw techs. All of his art is now at a finished level of quality, though we might make some minor adjustments and fixes as Early Access continues.
  • Billy now has a proper visual effect for when his Iron Will of the Otaku armor passive triggers, when using his finished sprites.
  • Nick will be the next character to get an art update, and work has already begun on his final sprites. We may finish him by the end of next month, if all goes well.


Other Updates and Fixes
  • The achievement "Is That Jeremy?" now requires starting a match with the legacy art style turned on.
  • Fixed a rare issue that would occur when a jumping A attack collides with a jumping C attack at a far distance
  • Fixed some pixelation artifacts in Paul's idle pose
  • In the demo, you can now unlock the legacy art style by beating the shortened demo arcade mode
  • In the demo, changed the appearance of the "lock" icon in char select


If you have comments or encounter any issues, you can press F8 to notify the dev at any time. Your feedback will ensure that this patch will launch as smoothly as possible. You can also hop on the discord (
https://discord.com/invite/bGVftKK) to find matches and discuss the new update.