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Mega Knockdown News

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.

Colors Update & DLC Release

Full Color Sprites for Billy
  • About 90% of Billy's animations have been revamped with finished art, with the exception of a few throw-related animations. We plan to finish the rest this week or so.
  • The next character to get final-quality art will be Nick, who should be finished in about 2 months.


New Alternate Palettes!
  • Every character now has five color palettes to choose from in addition to the legacy green screen and abstract art styles, the latter you can now "unlock" by completing Arcade mode for that character.
  • If you activate the Green Screen Jeremy DLC, which has been available for free since launch, the legacy art styles will all unlock for you immediately.
  • We plan to add many more color options to the base game in the future, and the game has robust palette modding capabilities--see this guide to learn more about how to make custom colors:

https://steamcommunity.com/sharedfiles/filedetails/?id=3240256603

Overhauled Character Select
  • Character Select has been rebuilt from the ground up with a new design and more functional UI.
  • Char Select has a new submenu for easy selection of character color, timer settings, "Strife" mode, as well as stage & music when in Versus mode.
  • A few visual improvements are planned to this screen (such as enhanced portraits), but this is a starting point.
  • Added Random Select to offline play.
  • Favorite color is now remembered per-character.
  • The rebinding menu within char select has a new look, and it is now a small submenu for each individual player instead of a fullscreen two-player menu. These submenus can be opened or closed without affecting what the other player is doing in character select.


Supporter Colors DLC
  • In addition to the 5 initial colors we've added to start for each characater, a 6th palette per character is available for owners of the new Supporter Colors DLC. This is a small cosmetic perk we're selling to raise money for further development of the game. It's five bucks adjusted for your region, and you can grab it here:

https://store.steampowered.com/app/3067270/Mega_Knockdown__Supporter_Colors/

Other Menu Improvements
  • Online lobbies have full color selection just like offline, though stage and music options will come later to online.
  • Making a Private lobby is now done via a button instead of toggling a hotkey before making a lobby.
  • More menu strings have been set up for future localization.
  • Several minor improvements have been made to the functioning of the Options and Arcade menus


System Changes
  • Replays will now remember your chosen colors, stage and music.
  • If you select one of the legacy art styles, the AI will pick that too, otherwise it will default to the new art style.
  • If both players pick the same color (except the legacy art styles), player 1 gets priority and player 2 will be switched over to Color 2 or 3.
  • Certain keys such as L3 and the Function keys, which used to be "protected" to control certain menus, can now be bound to other things.
  • Billy and Paul's air moves now (mostly) travel in a more parabolic arc. Other chars will get this enhancement with their new art.
  • As you progress through Survival or Paul Zone, the color of opponents is now randomized in the higher stages.


Bug Fixes
  • Fixed an issue where certain types of throw wouldn't push back during a tech.
  • Fixed some very rare and specific hit detection issues

Version 0.9506 Update (Hotfix)

  • Fixed an issue where a wakeup throw would sometimes be out of sync with the opponent's reaction to the throw, causing unnatural looking movements.
  • Fixed a problem where imported custom palettes would sometimes not map to the correct colors in-game.
  • Fixed the position of character move lists in the Training mode pause menu.

June Update (Version 0.9505)

Gameplay and Balance Changes
  • Lewis' forward and neutral throws now side switch, and his back throw leaves him on the same side.
  • This is somewhat for flavor, but it is a buff when Lewis is cornered, and a nerf when Lewis is in the corner. In recent patches I have been working on toning down the oki situation off neutral throws. Lewis still gets great oki off a throw, but a side switch is not always desirable.
  • Lewis max hp reduced to 1350 (from 1400).
  • Piledebunker damage/chip reduced to 350/75 from 400/100.
  • Pile is a risky move but at far ranges where it is often used, the risk reward seemed to favor Lewis a little too much.
  • Lewis 4A, Lewis 4C and Paulcano now have extra whiff disadvantage from an extra square away.
  • This makes blocking a little better as a callout for these moves, even a little past round start distance
  • Nick now does extra chip to Lewis. The amount depends on the attack, but it's usually 25 more chip than lewis would take from other characters
  • Previously, Lewis and Nick's chip related passives did not stack.
  • Billy's air throw is now untechable.
  • Billy's 5T now does a wallbounce when close-ish to the corner, though the rebound is rigged to leave the opponent 1 space away each time, as before.
  • Billy's throws have all been reduced in damage by 50 each. 5T can still do 500 with a wallbounce, otherwise "just" 450 (Still a lot).
  • Billy's throws are really strong because of the oki situations they create. It'll be harder than ever to get up from a KD now that you can't even air tech him, so I'm reducing the reward of his throws a bit.


Visual Changes
  • Characters now do unique variations of their throw when doing a back throw. Some of these are works in progress.
  • Billy now has an alternate P2 palette for the mirror match, and moddable palettes. See our recent guide on how to make custom palettes.
  • Manual color selection and full color sprites for Billy are coming later this summer. Your patience is appreciated as our artist is hand drawing hundreds of images.


Online and Leaderboard Improvements
  • Fixed issue where sometimes the host would move to the next round before clients are ready, messing up replays and probably other things
  • Fixed an old bug where a joining player messes up online win counts
  • Fixed syncing of win counts to players joining an in progress match
  • Fixed how survival high scores are submitted. If you have an old high score that isn't showing up right, launching the game should fix it automatically.
  • Note, some of these online mode improvements have not gone through extensive testing. If you encounter issues, please press F8 any time when in game to send a bug report.


Bug Fixes
  • Fixed a visual bug related to blocking a meaty jab
  • Fixed a rare issue leaving Noel in the wrong square after a blocked plant followed by a whiffed air throw
  • You can now see the opponent's special move list in single player when you pause or show guide
  • Fixed too-low position of the special move guide popups
  • Fixed another rare situation where characters would face the wrong way after a side switch
  • Fixed training menu not remembering your choices re: HP recovery and attack data if you open and close the menu

Version 0.9501 Update (Hotfix)

  • If the mouse controls overlay is open when you beat Arcade mode, it should now correctly disappear while the story scene plays.
  • Fixed a typo in the online lobby menu
  • Updated Version text in main menu
  • Added additional Brazillian Portuguese localization (To play the partially translated portuguese localization type -language=pt-BR into the Steam launch options)