
Countdown needs a corresponding visual – voice lines appear to not match up to the time currently (even though they technically do).The “both players not getting a hit for a while” announcer line should count shield hits as hits.“Spike” line (and hit effect) should not play if a player is hit downward due to an autolink angle.Should not say “spike” when someone spikes an enemy with super armor.There is currently no velocity minimum for the “spike” announcer line.“First Blood” voiceline should happen on the first stock loss, regardless of whether it was a kill or not.Current reverb settings make some words a bit hard to hear or understand.If this happens to you, try disabling lighting effects in the gameplay options menu. Some older hardware configurations may experience graphical glitches with lights.Point lights incorrectly appear on top of foreground objects.Some assist renders are misplaced on the match start doors.VFX and damage HUD should finish their animations on match end.Song overlay on match start is missing.Offscreen indicators can appear to not properly center character visuals.

FRAYMAKERS BLUETOOTH
Make sure to disconnect your controller from Bluetooth if you plug it in!
FRAYMAKERS PRO
If you plug a pro controller in while it was already registered on Bluetooth, you get a duplicate port and you control both.The tilt and strong buttons should be able to do all attack-related inputs.Ports should not be able to switch during a match.You cannot dash out of walk by using the dash button.If you press down then dash button, you should drop through a platform.Controllers may be prone to glitching if you turn them on after the game has already been opened.If you jump while pushed all the way to the edge of a platform, you can sometimes fall past the edge on the way down.Frame perfect dash dancing causes the character to skip the pivot frame.If you land an airdash aerial then use its IASA frames to cancel into a special move, you go into special fall.If you input a second jab input at any time during a jab animation, the next jab in the sequence should come out.If a grabbing character’s ECB is too wide they will slowly slide backward in the grab hold state.You can jump up through ceilings if pressed all the way up to them by terrain.If you crouch, hold backward and spam the crouch input the characters will move but retain their facing direction.CPU is still fairly rudimentary – expect substantial improvements.Rapid jabs should work with mashing in addition to holding the button.If you hit an invincible opponent and they die, you will get credit for the kill.Rarely, you can land multiple times at the front end of a horizontally moving platform.If you airdash out of shield with the right stick (set to airdash in controller config) you can airdash at analog angles.Characters in the KO state can still be moved by terrain.

When a character transitions from crouch to walk, they are forced to complete walk_in in the direction they were facing before turning around.


