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Mega Knockdown News

Matchmaking Update

New Feature: 'Find Match' While Playing Other Modes
  • There is a new "Find Match" button in Online mode. This lets you queue up for a match while playing other modes (training, arcade, etc). Other players can see your Lobby listed without you actually having to wait in it.
  • If a Lobby is open or someone is waiting in Find Match, a special icon will display in the Main Menu next to the Online button.
  • You can still wait for players in the lobby screen by selecting New Lobby.
  • Opening the Online Mode now automatically searches for open lobbies. The old "Join Lobby" button is now "Refresh Lobbies."


New Stage: CHROMA
  • Going back to our roots a little bit here. It's a green screen! On this stage you can take screenshots or videos and easily edit out or replace the background if you want.
  • Currently the Green Screen Jeremy DLC needs to be active for you to use this stage. It's free, however.


System Changes
  • Lewis' shoes are now on a separate palette color from his turtleneck. Lewis' shoe color is now different in some palettes as a result.
  • One new Lewis animation is in. Lewis is the next character who will get finished art.
  • Billy's fearsome air throw now has a name (Tengoku Chaos Dunk)
  • Nick's back jump was reworked to have more similar timing to other back jumps.
  • Improved hit detection when whiff punishing Jayne's limbs after Marv's special attacks.
  • If the game is launched in an "Ultra Wide" aspect ratio (which is not supported), the game will attempt to correct it to 1080p. This has not yet been tested, so it may not work. Let's just say this is a feature that's in beta.
  • If the game is changed to an unsupported resolution (such as by dragging the game window), a warning message will display when you change menus.
  • When using a jumping C attack giving a successful side switch, the displayed hitboxes are now different, though the actual range of these attacks has not changed.
  • Adjusted frame disadvantage delay in situations where both players walk+block
  • Your bindings have been reset again to fix a controller mapping issue (sorry).


Balance Changes
  • Nick's counter hit bonus has been reworked to be simpler. He gets the bonus if his attacks are same speed or faster than the opponent’s, unless it's during a trade or an anti air. (Old rule: nick got bonus damage if his ground attack interrupted another ground attack that would have hit)
  • Counter hit damage bonus now 50 (was 100) because this is a much more common situation.
  • Lewis Fist of Euphoria chip reduced (75->50). This move is just really good, so some toning down is in order.
  • Lewis PileDebunker chip increased (75->100). It's supposed to be a big swing, and anyway you eat a big punish when this move is blocked.
  • Marv Gravity Spike is now -10 (was +10). This move does everything. It probably does not also have to be plus on block.
  • Characters with "short" jumping C attacks (Nick, Paul, Billy) now have extra 1 range against late moving attacks. This is to prevent dead zones vs moves like PileDebunker.


Bug Fixes That Also Kinda Affect Balance
  • The Big Billy Buster now does the extra 50 damage only when there is a wallbounce. There were a few stage positions where it would get the damage without a wallbounce.
  • Fixed Marv's Vapor Strike not pushing on hit in some situations (grounded, player 1 side only).
  • Noel's Fightning Flail now does full damage against jump ins (previously the first hit would sometimes whiff--not intended).
  • Some low-hitting specials (Lewis slide, Billy stomp) are no longer able to hit Jayne's limbs after Marv's specials whiff. This was notintended.
  • PileDebunker can now properly whiff punish Jayne's extended limb after Vapor Strike at round start spacing, as intended.


Other Bug Fixes
  • Fixed a serious misalignment of health bars in 16:10 resolution. This was a new issue caused by rearranging the game canvases.
  • Fixed a problem where the resolution would update unexpectedly when closing menus for sound, gameplay, etc.
  • Fixed a problem where dragging the game window to a new monitor would cause the Graphic Options to default to native resolution instead of whatever resolution you're actually using
  • Fixed directional control bindings for menu navigation not saving properly after closing the game.
  • Fixed the timing of certain jumping moves when they are jumping over attacks without an anti air hitbox (fireballs, slide, etc).
  • Fixed sprite positions when Lewis is hit out of his Bravery Step specials (Fist of Euphoria, PileDebunker), or punished when those moves are blocked.
  • Fixed a sprite error in Nick's low block.
  • Fixed a sprite error in Nick's wakeup animation.
  • Fixed a misalignment in the glyph circles in the input display panel.
  • Fixed not being able to select Color 6 on gamepad while in the online lobby, even if you have the DLC
  • A timing issue was fixed when using Blazing Ent vs players jumping on wakeup.
  • "C" attacks are now called "Salty" attacks on the rebinding menu and nowhere else. This is classified as a bug because this change was supposed to happen last patch, but did not because of an error.


Special thanks to community member Sente for doing a lot of legwork identifying bugs in the last build.

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.