Hello everyone!
Thank you as always for your support.
Let's take a look at this week's progress!
This week, I planned to enhance the visuals for super moves, but I ended up fixing a ton of bugs instead.
I managed to do a little bit of work on the super moves, though.

download it from here. The new password is "ryjs35UDAkqCJeT".
Displayed the demo version info at the top center of the screen.
Added an afterimage effect to super moves.
Added a third super move for Zdrada.
Added 4 frames of startup delay before a jump.
Bug fixes.
Although it's called "new," it's really just a combination of existing animations.
I’ve always wanted to try making a rush-type special move, so I implemented it without much thought about balance or usability. I can adjust it later, right?
As for the command... try finding it yourself!
Also, an afterimage effect now appears when a super move is activated.
Following last week, I fixed bugs based on reports from yeayea9988.
Cigarette Bug

There was a bug where, if you input a hit cancel at the moment Zdrada's projectile (her cigarette) explodes, the cancel action wouldn’t execute and would instead be buffered.
Since it was buffered, it would activate when another action was performed.
This happened because, when the projectile hit, the hit flag for the character who owned the projectile was turned off.
Normally, when a character’s melee attack hits, the hit flag turns on, which allows buffered actions to execute.
I fixed it by distinguishing the state transition on projectile hit from that of a character’s normal attacks.
Character Flip Bug

During a juggle, if character positions switched, the grounded character wouldn’t flip properly.
To reproduce the bug, you had to input a specific combo, but the timing for the airborne B attack after a dash was extremely tight and difficult.
The reporter seems to be quite skilled at fighting games!
Luckily, as a developer, I could just create a macro to perform the combo.
Setting that up was a hassle, but I’ll explain it later since bug fixing was the priority.

The timing of the flip processing had changed due to a large-scale revision of the main flow.
I resolved the issue by making the flip process execute at a specific timing during action transitions.
Screen Cuts Off When Double Jumping
This was actually intentional because GGST does it the same way.
If more people request a change, I’ll consider adjusting it.
Stuttering When Running the Demo in the Background
I didn’t have enough time to fully investigate this issue. I’ll check it again next week.
To reproduce the bugs above, I needed a way to repeat the same situation over and over, so I developed this tool.
For some unknown reason, it’s extremely performance-intensive, and sometimes frames are skipped, causing inconsistent results across trials.
However, it’s good enough for testing, so it’s fine.
While developing it, I came up with new ideas for test tools:
A feature that records key input history when specific bug conditions are met, allowing for easy reproduction.
A system that records character positions and input history, then implements them as CPU combos.
These would definitely be useful, so I plan to create them soon.
Previously, jumping would instantly transition to an airborne state. This time, I added a startup animation.
Here’s how some other games handle jump startup and landing:
SF6:
Can cancel jump startup (1–2 frames) into a special move.
On landing:
1st frame: Only blocking and throw tech are possible, no movement actions.
2nd–3rd frames: All actions except movement are possible.
GGST:
No movement actions (except backdash) are allowed for the first 6 frames of landing; blocking is allowed.
If any action was performed in the air, the first 3 frames of landing are completely unguardable.
For now, I’ve only implemented the jump startup animation, meaning it just acts as a delay with no functionality—basically, it leaves the character wide open.

Since I was working on landing mechanics, I decided to tackle a long-forgotten bug.
If you hit an opponent right as they land, they would float up and stay suspended in the air.
To prevent this bug, I previously had hit detection skip on the exact frame of landing.
The root cause was that, just before transitioning to the landing state, there was a frame where the character was technically inside the ground while still considered airborne.
Internally, the character's position was on the ground, but they were still in the air state, causing this unnatural bug.
The previous landing detection logic was too lenient, allowing this to happen.
Now that action transitions are handled much more strictly, I couldn't ignore this issue anymore.

I struggled to find a good way to integrate it into the new main flow, but in the end, I solved it with a simple fix: making the action switch to the landing state only after updating the character's position.
Some previously eradicated bugs have resurfaced due to changes in the main flow.
I’ve squashed the ones I found, but there are probably more, so please report any issues you encounter!

Dummy character floats when set to continuously jump in practice mode and then switched to standing idle.
→ Fixed by adjusting the conditions for accepting input requests while airborne.
D-Gauge not displaying (internally working fine).
→ Fixed an animation coding error.
Character stops moving if they dash after being knocked back into the corner.
→ The old knockback logic no longer worked with the new main flow, so I replaced it with a new system.
Enhancing super move visuals.
Bug fixes.
Implementing Modius's rush move.
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!