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 "hz5hh45nEc69xKw".
Debugging
Fixed bugs reported on Discord.
Reporter: yeayea9898
Issue: In Practice Mode, if an action that changes after a hit (such as throws or Zdrada’s super) is executed, then a position reset is performed right after the hit, and the same action is executed again, the action transitions into a hit state even if it didn’t actually hit.
Cause: I neglected to write the process to reset flags that control actions during position resets. This happened because I was lazy. This time, I wasn’t.

Issue: If a throw is landed or a throw tech occurs while the opponent is in damage motion, downed, or jumping, a whiffed throw animation plays, and the opponent remains stuck in a held state.
Cause: When reconstructing the hit detection flow, throws started hitting even under conditions where they weren’t supposed to, leading to unintended behavior.
Fix: This has now been corrected.
Issue: Zdrada’s 5A attack deals an absurd amount of damage, practically instant-killing.
Cause: I had intentionally increased the damage value for debugging KO scenarios but forgot to revert it.
Fix: I fixed it, but since I tend to be forgetful, this will probably happen again.
Issue: If a dash or jump is input immediately after landing from a jump, the character’s sprite does not flip correctly.
Cause: Previously, the flip occurred when transitioning into the idle state after landing. However, in the new system, if an input is made immediately upon landing, the character never enters idle, causing the issue.
Fix: I changed where the flip processing occurs to resolve this.
Issue: The spinning animation plays way too fast.
Cause: The animation playback frame is manually set, but I mistakenly assigned a lower frame value, making it play at an accelerated speed.
Fix: This has been corrected.

Issue: The combo count UI does not function properly.
Cause: The combo count was not resetting to zero. When triggered, this bug caused the combo call sound effect to be repeated about 100 times, creating an eardrum-shattering loud noise.
Root Problem: The reset condition for the combo count was for the damaged character to return to the idle state. However, if the damaged character immediately performed an attack after recovering, they would never enter idle. If they then started a combo in this state, the internal logic would break, causing the bug.
Fix: I reviewed the control logic for the combo count UI and its reset conditions, which successfully resolved the issue. This was a critical bug, so I truly appreciate the report.
Issue: The narrator's voice is significantly louder than other sounds.
Cause: During implementation, I set it to be louder for easier testing and forgot to adjust it.
Fix: The volume has now been lowered to match other sounds.
Credits
Added voice actors to the credits since narration has been implemented.
Also added the names of people who contributed significantly to debugging—you might find your name there!
Previously, the credit roll had to scroll to the very end before the mode could exit, which was extremely frustrating. Now, credits can be manually controlled.
Also, improved the layout of the staff roll.
Next Week's Plans
Improve CPU behavior
Enhance VFX
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!