Hello everyone! Sorry for the delay...
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 "JkpAThxAXScR2gQ".

Thanks to various new systems implemented last week, Modius has received a significant power boost.
She can now charge her attacks for increased power, and certain attacks now launch the opponent higher on counter hit, making it easier to follow up with combos.
Standing C Attack

The performance now changes depending on how long the move is charged.
Normally, it causes a heavy stagger animation, but if charged, it induces a strong ground bounce.
Modeus Smash

This move also changes performance when charged.
From mid-charge onward, it gains armor, but since the charge time is longer than the C attack, it's harder to land.
However, a full charge causes a wall bounce on hit.
As a result, the utility of “Modius Shame” as a hammer counter needs to be re-evaluated.
Crouching C Attack

On ground hit, it launches the opponent.
On aerial hit, it now causes a spinning knockback, making it easier to follow up.
Since it connects easily against airborne enemies, it now allows for big damage from anti-air situations.
Jumping D (air D)

A custom landing animation has been added to increase its recovery on landing.
Previously, landing had no penalty due to the shared landing system, but thanks to the new system, it now branches into a custom landing state.
Additionally, counter hits now cause a strong ground bounce, just like the Standing C.
Destruction Attack
Due to its incomplete animation and functionality, it has been temporarily removed from the action list.
Throw Tech System

The handling was somewhat crude, so it has been improved.
After a regular throw lands, the player has an 8-frame input window to tech.
If successful, the throw escape occurs on the 10th frame.
(For reference, GGST has a 6f window, and Street Fighter 6 has 9f.)
Bug Fix: Fireball command from crouching state
Fixed a bug where the fireball input wouldn’t register when starting from a crouching position.
This was caused by not recognizing the prolonged downward input as the start of the command.
Frame Display Fixes
Previously, frames continued to count even when the pause menu was open, so frame updates were moved into the main game flow.
During this adjustment, we discovered that every 20 or so attacks, the character’s attack recovery would sometimes be shortened by 1 frame.
Though we suspected some non-deterministic process was responsible, the bug stopped reappearing mysteriously. The cause remains unknown.
Animation Control Split
The animation logic inside the Character Manager was separated into a dedicated class.
This makes it much easier to control stand/crouch transition animations.
Player Input Request Handling
Player action requests are now handled in a separate custom class.
This was previously a huge part of the Character Manager and contributed to its "God class" status.
Previously mixed together with CPU and dummy logic, all request types have now been separated using derived classes.
This also lays the foundation for a strengthened CPU that is planned soon.
Pre-input System Revival (Again)
During the refactor, the input buffer system died once again.
It’s unclear how many times this has happened now, but it's been revived once more.
Landing + Hit Timing Bug
If the opponent is hit just as they land, they slightly float off the ground after taking damage.
This is deeply tied to coordinate control and request processing flow, so the fix is postponed to next week.
CPU Not Working Temporarily
Due to full overhaul of player request logic, the CPU AI class became unusable.
For now, CPUs will not move, but a significantly improved CPU AI is scheduled to be implemented soon.
Pause Menu Volume Control
Volume control in the pause menu has stopped working.
It was too far removed from this week’s focus, so it was overlooked.
If you find anything else, please let me know on Discord!
Bug fixes
Balance adjustment
New AI for cpu
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!