Hello everyone! Thank you as always for your support.
Let's take a look at this week's progress!

download it from here. The new password is "hkciUv3jwFq7vks".
Implemented CPU for Zdrada
Balance adjustments
A-Gauge restored
Greatly reduced both distance and speed of her air dash
From maximum range, she could easily move behind the opponent, and the speed was so fast that anti-airing was nearly impossible. The performance was absurd, so it was nerfed.
Increased horizontal knockback direction on Air C hit
To prevent infinite combos. The same change is planned for Modius.
Increased launch height on C crouching attack
Made it easier to follow up.
Reduced total frames of Air Assault Rush from 36f to 18f
Since the action reused the Air B attack and was too long for its intended use.
Changed Zdoburn (214D) so it can no longer be canceled from normals
It created easy guaranteed unblockable strings, so the combo route was removed.
Fixed Zdoburn being avoidable by crouching
The hitbox was placed too high, so it was extended vertically to also hit crouching opponents.
Fixed Zdocutter being uncancelable into Air Assault Rush
The state check was on “ground,” so requests for the aerial Assault Rush were being rejected. Changed to check the current state instead of only the initial one.
Changed D attacks on hit to cause strong ground bounce
To increase the reward for landing a high-risk D attack. On counter hit or fatal hit, the opponent bounces even higher, making follow-ups easier.
Neutral buffer frames after command input were infinite.
Caused by skipping the buffer check for the last directional input.
CPU would move during intro scenes.
Caused by inconsistencies between manual and request flows. Unified them.
Throws and other moves failed to move the opponent to the specified coordinates.
Code related to coordinate settings was lost during refactoring; restored.
Multiple bugs occurred when assigning Player 2 (right side).
Mistakes introduced during request system refactoring. Too many to list, but all discovered ones were fixed.
A-Gauge wasn’t increasing at all.
The gain process wasn’t being executed. It seems it was deleted after errors during refactoring.
This is cpu vs cpu.

To define CPU behavior, I divided actions into two main types:
Looping actions such as walking or dashing (mainly movement).
One-time actions such as attacks.
Managing the looping actions in particular was tricky.
For example, if another action overwrote a loop action mid-execution, resetting at the wrong timing caused leftover invalid loop data.
Eventually, I stabilized it and made it possible to set detailed start/end conditions, such as “with delay” or “until landing.”
I also revisited guard reversals so the CPU could use them. The code was terrible: no attack data, no hitboxes, no frame handling.
Since this is an important defense system, I fully rebuilt it. When used, it’s an incredibly powerful and troublesome action!
For attack start conditions, I initially planned to check exact range. But later I tried simply categorizing distance into “point-blank, close, mid, far,” and it worked fine.
Because it doesn’t check strict range, it sometimes whiffs—but ironically this gives it a human-like feel.
Additionally, the CPU now selects optimal combo sequences based on opponent’s actions, positions, and its own gauge amounts.
The finished CPU can now perform very diverse actions.
In test matches it’s so strong that I can hardly win myself!
Its strength is more than enough, so I’ll make this the highest difficulty and allow tuning down from there.
Hard to believe, but only four months remain this year.
To prepare for the public demo release, I’ll be stricter than ever with scheduling.
September: Enhance effects, adjust animations
October: Recruit debuggers, balance adjustments, bug fixes, create OP movie, complete demo, presentation to vanripper
November: Crowdfunding preparation, application, launch
December: Christmas manga production (?)
Develop CPU for Modius
Implement CPU difficulty settings
Add Story Mode
Strengthen VFX
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!