-Game now uses a consistent NES palette (with a combination of Nesticle's and Nestopia's YUV colors). Originally, the colors were a bit all over the place and were used from different interpretations of the NES palette.
-Helper system has been reworked:
--In order to summon a helper, all you need now is helper meter. The cooldown bar has been reworked into a normal helper meter bar. Helper meter charges similarly to the power meter. (Which also means EX/Super moves will not grant you helper meter) Different summons will vary on hwo much helper meter they take.
--The amount of hits helpers will take vary between each helper instead of a consistent 3 hit points.
-Simul/Tag mode got a bit of an overhaul:
--Select + a will switch characters
--Select + a will switch characters if you're in a middle of an attack; this costs half a meter bar. The switch will occur REGARDLESS of who is on screen. (So if you're off-screen, you can force this switch)
--Select + b will switch chararcters during a super. The switch will occur REGARDLESS of who is on screen.
--A+B will let you call out for a switch for your partner. Your partner will then switch when they believe it's safe.
--Your partner will not preform any switches unless you force one or call for one.
-After the intros finish, there's a 3 second countdown for choosing your helper.
-Two new stages: Pro Wrestling's wrestling ring and the Training Stage (Based on Joy Mech Fight's manual stage. Some of you may have noticed the Train.ogg file in the sound folder going unused for so long and this is what it was for)
-EX move commands have been changed so you press A+B instead of Select + A/B. This has caused some changes with certain character's commands. (Look below)
-With the exception of Mario, all character's crouching hitboxes have been shrunk height-wise
-A proper juggle system has been added. It basically works like this:
--Each attack will increase the counter by 1. Attack types have their own number that needs to be higher than the juggle counter in order to land. (Starts with light attacks at 3 and increases to command basics (varies between 4 and 5), strong attacks (5) and then specials (6))
--Supers will always land but will generally not let you juggle afterwards. Helpers do not add to the juggle count and they follow super attack's requirements)
-Fixed an issue where super attacks would count toward the damage dampener.
-New move: Flame Launch and Hammer Toss (EX version) - B, DB, D, DF, F, a (or a+b).
--Flame Launcher lets Mario charge up a bigger fireball and then slam it on the ground, making it rise up-forwards.
---Hammer Toss has Mario tossing a hammer which arcs back down.
-High Kick launches aired opponents higher.
-EX Fireball and EX Raccoon Tail launch the opponent higher up. EX fireball also absorbs hits properly now. (despite how many hits it does on the opponent, it can only absorb 2 hits)
-EX Stomp results in Mario using a Kuribo Shoe.
-Ultimate POWer is different animation-wise.
-Luigi goes down in two hits but will shrink after the first hit.
-Kirby's inhale will cause him to actually catch the opponent in his mouth and spit him out as a star. When the opponent hits the wall, they turn back and bounce off.
-Link can take 5 hits before going down.
-Fistful Fury (and it's EX variant) use a new command: B, DB, D, DF, F, b (or a+b)
-The punch preformed during Dodge does not knock down, leaving Urban Champ closer to the opponent.
-The dash during the dodge is now Urban Champion preforming a spin and throwing a punch.
-Scapegoat has a special animation if the police car defeats the opponent.
-Urban Champion (2P) can take five hits before going down.
-New moves: Maru Mari (a+b while holding forwards or backwards), Knee Smash (UF, b while in the air), Cannon Smash (has EX variant; B, DB, D, DF, F, a/b (or a+b))
--Maru Mari has Samus roll forwards or backwards. This can let her dodge high attacks and projectiles.
--Knee Smash is Samus's old air light kick but she launches farther.
--Cannon Smash has Samus do a dash forward and swing her cannon at the opponent. This knocks down but is only safe at max ranges. The button pressed determines how far she goes.
---EX version travels farther, projectile invulnerability, and Samus can hit mid-dash.
-Received new sprites which makes her taller which results in the following:
--More range on basics
-Strong Punch when chaining is a normal hook which lets Samus hit lower.
-Air Light Kick has Samus preform a downward kick that can hit deep. (However, she still can't chain into Air Strong Kick)
-High Missile and Low Missile are now considered one move (Missile Shot) with two variants. This means two things:
--Air Missile Shot can be done by pressing either A or B. (the height they're shot at still remains the same)
--EX version shoots the high freeze beam by default. If you hold down while pressing a+b, Samus will preform the low version.
-Takamaru can take four hits before going down.
--Metal Blade/Shadow Blade: F, D, DF, b (or a+b)
--Charge Kick: B, DB, D, DF, F, b (or a+b)
-New move: Turn Kick (Back, Kick)
--Old strong hard kick but with bit more range but doesn't hit nearly as high.
-Standing Strong Punch and Air Strong Punch (in a chain) use different animations.
-Forward + kick has Mega Man jump and preform a top spin.
-Crouching strong punch has Mega Man slamming a Napalm Bomb onto the ground which explodes. This has more range but if the opponent is within the range of the move's original range, they will take more damage. (as they get hit by the Napalm Bomb being thrusted at their feet)
-Rushdown has less shots being fired about before the final charge shot.
-Protoman can take five hits before going down.
-Firebrand can take four hits before going down.
-Now has palette seperation
--New 6th palette: Captain N Simon
-Buffering charge moves has been redone; Spawn of Death should be easier to preform.
-Medusa's Wrath uses a new animation but also has a longer startup before the Medusa heads appear.
-Spawn of Death uses a new animation.
-Skeleton will spawn where Simon is and not behind the wall Simon is facing away from.
-Getsu Fuma takes five hits before going down.
-EX Bombs Away throws a high bomb close and a low bomb farther by default. Holding down before pressing a+b switches the bombs around.
-Lode Runner takes two hits before going down.
-Black Bomberman takes four hits before going down.
-EX Jump and Slash will do a high jump by default. Holding forwards while pressing a+b will make Ryu jump forward with projectile invincibility instead.
-Fixed an issue with the AI where they will stick to the wall.
-Mighty Bomb Jack takes four hits before going down.