Them's Fightin' Herds - Mane6, Inc

Sorry we got... tied up... for a moment there.

Work stream #18 was first mentioned about a week ago in Aaron's announcement video, but here is the dedicated post. This is a bit short notice, but don't worry! You can watch the replay on our YouTube channel or catch next month's if you miss this one.

That's right. Devstreams are happening again, every month, until 1.0 and beyond!

January's stream is Tomorrow, Thursday the 31st. Same time (3PM PT), same channel (

Our number-one goal is to show you some spoiler-free story mode tools and content. Keep in mind that everything's still very much a work in progress. Things will be changed between now the final product. There's still many months of work to be done to get it ready for you to play.

Other than that, the rest is up to you! We'll be around for about two hours total to hang out, talk about the latest patch, and answer questions.

See you there.
Them's Fightin' Herds - Mane6, Inc


Early Access Patch 01/29/19 is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

This patch introduces a new save file format to fix a previous issue of saves being inconsistent and unreliable. Unfortunately this means that current saves involving target mode will be reset. We tried our best to preserve this data but there wasn't anything we could do. Going forward things will be much more stable.


  • Fixed some inconsistent collision boxes for Oleander and Velvet knockdowns
  • Cross Canter attackbox now ends much sooner
  • There is now a proper graphic for item pickups (gifts)


  • Trample no longer forces preblock during its long recovery
  • Trample now has a new animation
  • Cleaned up animation for Rebound


  • Fixed mistiming of Shatter C which made the recovery slightly faster than intended when the new animation was introduced
  • Ice Tornado is now animated (the final hit(s) will also soon be updated)
  • Fixed some inconsistent collision boxes for knockdowns


  • Fixed some inconsistent collision boxes for knockdowns
  • Maximum magic regen from reading has been reduced
  • There is now a UI element for Fred's Summon timer


  • There is now a UI element for Picnic's timer
  • There is now a UI element for Picnic's remaining gifts


  • j.B now causes slightly more hitstop on grounded opponents. This should further ensure Unblockable Protection kicks in consistently


  • Fixed 4D acting strangely during Ran Shao Feng, it should now more consistently pass through opponents.
  • Volcanic Ash now hits 3 times during Ran Shao Feng, with the third hit causing a groundbounce like before
  • Volcanic Crash now causes hard knockdown during Ran Shao Feng
  • During Volcanic Crash, the flight cancel window is now strictly after the knockdown has been completed. Previously tian was able to let go too soon which would force a soft knockdown
  • Flight Speed reduced in all directions
  • There is now a UI element for Ran Shao Feng's install timer

Known Issues

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
  • 4D into j.A with tianhuo reads out to be 14 frames of startup before earliest possible hit, but it's actually 18.

Them's Fightin' Herds - Mane6, Inc
Aaron Stavely is now an official member of Mane6! He has joined forces with us to make more high-quality video tutorials for TFH and also manage the dev team, who was definitely in need of management.

Who is Aaron?
Aaron is an old, long-term friend of the devs who has been helping us solve a variety of challenges with the project on his own time since before we launched into Early Access. He is a bit of a Renaissance man who has worked in the game industry professionally for over 4 years.

You may have seen him moderating the Steam forums and hanging out in Discord under the tag Infinaron. He also did the effects on Fred’s voice to make him sound all demon-y!

Why is Aaron?
Aaron has been hired to address two specific concerns:

a. It takes a dedicated person to coordinate a team of distributed game developers with unbridled passion to make the best four-legged fighting game ever.

b. We need to start communicating more frequently with you, the community.

Aaron has been with us fulltime since December of last year. By the power of spreadsheets, calendars, and good old-fashioned JFDI, he has already completely revolutionized the way we work.

The Road to 1.0
There is always more work to be done, but we are getting close to the point where we can call the game “version 1.0”. How close? Well, it’s definitely for sure happening this year.

From now on, we are committing to monthly game updates and monthly devstreams. Delays may still happen, but going forward we will make every effort to explain why, and for how long.

The next devsteam is Thurs, Jan 31 @ 3PM PST. We will do our usual Q&A and also show you our tools for Story Mode, which have undergone a complete overhaul since we last talked about them.

Since it's been so long since the last one, here is a link to our stream channel!

Post-Release Content
At 1.0, Story Mode will only include the prologue and chapter one (Arizona). After 1.0, the remaining five base characters’ chapters will be added later on, free of charge. We have plans to expand the roster, starting with goat, with more following. Development of goat will begin after 1.0 releases. No day-one DLC.

As mentioned before, the goat DLC will be free for backers of our indiegogo campaign as a thank you for helping us reach our stretch goals. The standard price for goat and further DLC has not been determined yet and will be revealed alongside actual content.

Video Tutorials
Aaron will be making a dedicated post later this week to fully outline his plans for new video tutorials. We can say that right now he will be focusing more on general gameplay rather than character-specific content until 1.0 is released, since everyone has been rapidly receiving balance changes, new moves, and visual polish with each Early Access patch.

His old videos will remain up on his personal channel for now but will eventually be redone to reflect the current patch and improve clarity. All new videos of his will be posted on the Mane6 YouTube page and website.

That’s all our updates for now. More posts are coming to expand on things. You guys are awesome. Things are moving more quickly and efficiently now. We’ve got some really cool stuff coming your way. Can’t wait to show you.

- M6
Them's Fightin' Herds - Mane6, Inc

EA PATCH #10.1: Fixening some Stuff

Early Access Patch 01/04/19 is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

Heya! Hope everyone had some tasty holidays and happy new years! This is a quick patch to clear up issues collected over the holidays with our recent patch, namely a rather sizable one that made Cross Canter almost unpunishable(!!).

To be completely honest, with all of the underlying system changes of last patch, we're surprised many more things didn't fall out from underneath the game. Apologies, regardless! Keep up the bug reports!



  • Fixed an issue causing Cross Canter's window of vulnerability to fluctuate during recovery, making it difficult to punish.


  • Fixed the coloring of ropes for all palettes
  • Brushed her teeth


  • Fixed an issue causing most Victory animations to go to an odd pose after she's done speaking.

UI/Game Fixes​

  • Predators are now less festive
  • Festive hats are no longer defaulted on pixel lobby entry, but no worries, all players will still have one in their inventories!
  • Fixed some layering issues in Velvet's Pixel Lobby and Salt Mines
  • Players that are AFK for too long will be removed from the matchmaking queue. You can manually go back in at any time after
  • Legacy lobbies are more stable, players should be able to invite and start fights once again
  • Fixed a crash related to entering character select after going through certain game modes

Known Issues​

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear
  • It is still possible for Tianhuo to occasionally lose momentum during some airdash cancels
  • There may be some cases where pushblocking at less than 300 health still occasionally allows damage to pass through

Them's Fightin' Herds - [Mane6]Nappy
Patch (12/23/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

This one's been a long time coming.

Tons of new content that we've been excited to deliver is finally here. Most importantly: Matchmaking! You can now queue for online matches from the main menu!

... or Training Mode. Or the Pixel Lobby. In fact, you can run matchmaking from nearly every mode in the game! There is no central server involved; all of the matchmaking calculations run directly through Steam. Lots of blood, sweat, and most importantly, time, went into making this feature as solid and bug-free as possible.

All of that extra time spent working on matchmaking means that we were able to sneak some gameplay changes in there, too! While we still have more changes coming soon, it wasn't the focus in this update, so they aren't as substantial as previous updates. What they DO include are:

  • Fully voiced and animated fight intros and winposes
  • New predator attacks and AI behaviors
  • Updated attack animations, some with brand new facial expressions

While it did take quite some time to get this update out, the good news is that puts us right at the end of December, conveniently in time for the holidays. To celebrate the season, the Pixel Lobby has received some winter cheer. Be sure to hop in and check out what surprises are waiting...

(NOTE: This patch does not contain Salt Mines 2.0 yet. That content is still upcoming.)

The next patch is already being planned and worked towards, and will contain even more updates and substantial changes. See you guys in 2019!

New Feature:


You can now use matchmaking to find opponents, anywhere on the planet, from almost anywhere within the game!

To begin matchmaking, select it from either the Main Menu under Multiplayer, the pause menu during Training Mode, or the Pixel Lobby context menu (accessed by holding your D button).



orrr here!

Just hit one of these to join the queue and the system will begin looking for players. A banner will display at the top of the screen if you're in the matchmaking queue, and the matchmaking system will search for opponents.

heads up, this matchmaking's about to explode!

Once a match has been found, to accept a match, use your Utility 1 button, and to decline a match, press your Utility 2 button. Right now, the only option available is Casual.

Even though this is only Casual Matchmaking, there is a hidden skill rating in the background to ensure fair, balanced matches with opponents of equal skill. Over time, it will learn your skill based on wins and losses against other players. A Ranked Matchmaking queue, with visual ranking points and tiers, will be added in a later update. Until then (and ofcourse after then), we have a....

Leveling system

After every battle you play online from the pixel lobby or through matchmaking, you will now gain exp. You will gain bonuses based on match performance and difficulty, which will help you level up even faster! For now, the levels are linear and rewards are absent. In the future we will be adding milestones and various rewards which may include palettes, hats, artwork and some other fun and/or silly things. Much like our players, the system itself will level up as we move forward!

aaaah, filling up bars can be so satisfying. A match well fought, too!



  • Fixed several missing hurtboxes during air throw recovery of certain characters
  • Both fighters are now able to play their intro animations in sequence
  • The opponent will now respond if the speaking character's intro is considered to be of 'short' or 'medium' length
  • Character specific intros are now a thing (81 new lines of dialogue!)
  • Randomization of intros in general should now properly, consistently work in online play when hitting rematch
  • All characters now have proper victory animations
  • Cross Canter advantage on grounded hit has been reduced a bit
  • Cross Canter now always does 350 damage, whether or not it's a counterhit
  • Red health now tanks chip damage before regular health
  • Pushblock continues to function as it always has (chips health and converts it to red health), but at 300 health and lower it now totally negates lifebar damage
  • Fixed an issue where preblock could become throwable
  • Attacks that force standing on hit now also force standing on block (This does not affect how you block, only where your hurtboxes exist)
  • Throw teching in the air no longer fails to reset combo ingredients (Such as groundbounces, staggers, etc.)
  • Supers now ignore the OTG 'popup' state on first hit as a general rule, rather than certain exceptions


  • Magic Headbuck is now always a counterhit when thrown, as intended
  • Now has character specific intros
  • Now has proper win animations
  • Now finally has expressions on a ton of animations
  • Rope animations are no longer cardboard
  • Ropes have reduced recovery time
  • The first few frames of 6B now have grounded hitboxes
  • 6B startup increased slightly
  • 6B slides forward a tiny bit before leaving the ground
  • 6A has a new animation
  • 6A now whiffs distant crouching opponents


  • Fixed a case where the startup of Ice Cyclone could potentially allow Velvet to block an attack
  • Now has proper win animations
  • Now has character specific intros
  • Shatter A and B have updated animations/expressions
  • Shatter C has a new animation


  • Fixed oversight that allowed Fred to be usable during pushblock
  • Now has character specific intros
  • Now has a proper win animation
  • Fixed yet another case where the hitbox could seperate from the graphic with Magic Trap
  • Magic Teleport no longer steals meter from pets and projectiles
  • Fel Sparks deal less damage
  • Fel Sparks now all deal the same amount of JD, grounded or not
  • Magic Sparks deal less damage overall
  • Magic Sparks deal additional JD
  • All Sparks deal additional JDG
  • Super meter requirements increased
  • Super meter gain through reading now ramps up over time, with a capped maximum speed
  • j.2C now ground bounces grounded opponents
  • j.2C no longer has such a significantly larger hitbox at the beginning of the attack
  • Can no longer meter steal when the opponent is KO'd


  • Teleport C should more consistently aim for the front of the opponent
  • Gifts cause less blockstun to airborne opponents
  • Smother should no longer be capable of eating ground techs
  • It should no longer be possible to be grabbed out of Teleport from offscreen
  • Air throw no longer causes hard knockdown
  • Smother camera no longer freezes/focuses on opponent when it hits
  • Smother leaves paprika slightly further away from the opponent
  • Smother on hit recovery increased
  • Now has character specific intros
  • Now has proper win animations


  • Closed up a few remaining cases that could potentially allow pom to control certain puppies while in pushblock
  • Big Papa is no longer vulnerable during the summon animation
  • The last hit of Stampede now launches more horizontal than vertical
  • The last hit of Stampede has less hitstop
  • Fixed even more cases that allowed Big Papa to show up on screen twice
  • All remaining exceptions and workarounds to STILL be able to call up multiple big papas...have finally been destroyed.
  • Now has character specific intros
  • Now has proper win animations
  • Fixed a ton of inconsistencies that allowed some grounded puppies to get stuck in the air for extended periods of time
  • j.C now spins through the active frames more slowly
  • Normals should no longer interfere with puppy commands if pressed on the same frame
  • Big Momma and Papa no longer come to the foreground to cover players, now only Momma will do so when readying her counter
  • Big Papa should no longer have a chance of getting stuck in a loop if pom gets counterhit


  • Ran Shao Feng now properly only reduces Tianhuo's damage output, rather than also reducing incoming damage (!!!!!!)
  • Fixed miscalculations causing incorrect damage reduction near the beginning of Ran Shao Feng combos
  • Men Shao Ti no longer locks up grounded opponents if the second hit is the first one to strike them
  • Flips now have a grounded startup animation
  • j.A collision box now matches j.:B:'s
  • 7D startup time now matches the other versions, but retains its strike invulnerability
  • 7D now travels a slightly shorter distance horizontally
  • Blocked Volcanic Bash no longer continues the attack
  • Ran Shao Feng now allows Tianhuo to control her horizontal position during Volcanic Crash
  • Volcanic Crash leaves Tianhuo closer to the opponent
  • Now has character specific intros
  • Now has a proper win animation
  • 2B no longer forces standing
  • Hitstun/Knockdown animations have been updated with many more inbetween frames



  • AI has been updated
  • Now has a dedicated air attack
  • Single hit, causes stagger to grounded
  • Can now jump cancel grounded basic attacks
  • Now has a super
  • Max supermeter is 1 bar


  • AI has been updated
  • Jump Arc is now tighter
  • Now has a dedicated air attack
  • Multi-hit, causes tumble
  • Can now jump cancel non-grab basic attacks on hit
  • Now has a super
  • Max supermeter is 1 bar


  • AI has been updated
  • Now has a dedicated air attack
  • Single hit, causes groundbounce
  • Can now jump cancel Tail Sweep on hit
  • Now has a super
  • Multi-hit, Causes higher damage than normal in the form of red health
  • Poisons afterwards, continuing to expand the red health until the effect ends or until snake is hit
  • Max supermeter is 1 bar


  • AI has been updated
  • Hurtboxes given a pass to prevent rapid size changes during neutral/movement
  • Now has a dedicated air attack
  • Single hit, Causes stagger on grounded, Groundbounce on airborne
  • Can now jump cancel non-grab basic attacks on hit
  • Now has a super
  • Max supermeter is 1 bar

Known Issues

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
  • It is still possible for Tianhuo to occasionally lose momentum during some airdash cancels

Them's Fightin' Herds - Mane6, Inc

EA patch 9: Why are we posting at ungodly in the morning

The patch (8/18/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

Tianhuo is a difficult character to balance against the rest of the cast. Her mobility, mix-up potential and long, flashy combos are unique to her, and this can present a challenge. For some time now, she has been over-performing. We wanted to make sure to preserve her defining characteristics and leave them intact, but reduce their potency. Her damage values and scaling have undergone various tweaks to bring her damage more in line with the other characters.

Additionally, various mix-up and pressure tools have been reined in. Instead of removing them outright, they have been moved to her level 2 super, Ran Shao Feng. In previous updates, we started to re-purpose Ran Shao Feng from a tool to rack up significant combo damage into a power-up that gave her extra utility and mix-up potential. This patch continues that trend, balancing out her risk and reward, and requiring the player to make more tactical decisions with her resources. We will continue monitoring Tianhuo and all of her various match-ups following this patch.



  • Now has a proper air throw. She carries the opponent to the ground with a headbuck.


  • Damage reduced across specials
  • Chip damage increased slightly on Shatters
  • Fixed a bug causing Velvet to sometimes lose invulnerability during 623D
  • Fixed incorrect damage scaling on 214A and 214C (Minimum damage should now be increased)
  • Minimum Damage reduced on supers
  • B is slightly less safe on block
  • Now has a proper air throw. Throws further away than most.


  • Now has a proper air throw. Functions like the ground throw which steals meter, grants 1 magic, but does little actual damage.


  • Gift toss is slightly faster
  • Now has a proper air throw. Functions similar to ground throw, but can combo into more types of attacks depending on height.


  • Now has a proper air throw. Always throws backward.


  • Flips now are only capable of passing through opponents during dragon install
  • Flips can no longer directly cancel into eachother
  • Flips have slightly smaller hurtboxes
  • Ran Shao Feng timer increased overall
  • The timer for Ran Shao Feng no longer speeds up while grounded
  • All damage during Ran Shao Feng is now scaled by 25%
  • Magic regen now gets paused for an extended period after flight has been used
  • Magic regen is now paused momentarily when airdash is used
  • All magic regen cooldowns are disabled during Ran Shao Feng
  • Flight startup in Ran Shao Feng now matches normal flight startup
  • Tian gains 50% less meter during Ran Shao Feng
  • Both Air and Grounded Volcanic Bash (236B) cause slightly less hitstop on the first hit
  • Both Air and Grounded Volcanic Bash deal significantly less hitstun on the first hit
  • Grounded Volcanic Bash damage now matches the air version
  • Air Volcanic Bash JD now matches the grounded version
  • All versions of Volcanic Crash (236C) now apply JD
  • Volcanic Crash during Ran Shao Feng now bounces tianhuo off of the ground instead of going straight into standing
  • The bounce from Volcanic Crash during Ran Shao Feng is flight cancellable
  • Fixed even more cases where 7D, 4D and 1D would appear to armor through attacks rather than dodging or getting hit, as intended
  • j.A startup time increased slightly
  • j.A hitstun reduced on grounded opponents
  • j.B JDG increased
  • Damage reduced on specials
  • Damage increased slightly on Super
  • Now has a proper air throw. Easy to followup with magic abilities.


  • No longer turns into arizona during cross canter
  • No longer turns into wolf when throwing

Known Issues

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
  • There may still remain some instances where Tianhuo flips gain armor, continue reporting this one!
  • It is still possible for Tianhuo to occasionally lose momentum during some airdash cancels
  • Pom is still capable of calling multiple level 2's with certain setups
Them's Fightin' Herds - Mane6, Inc

Early Access Patch 7/21/18 is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.


Tutorial Mode

We've worked hard to provide Oleander with both the free time and crayons to teach you how to fight. While she wasn't happy about being asked to, it's in her contract, so she'll now teach the basics, not-so-basics and advanced-basics of the game's mechanics to everyone. You can find her lessons on the Single Player Menu! Happy learning!

Please note that this is the first public iteration of Tutorials, as the mode will be receiving tweaks and updates based on needs and feedback.


Not much in the form of gameplay updates beyond some bug fixes this time around. Gameplay/Balance changes are absolutely incoming, some are/are close to being major changes and the tutorials have been getting hard focused among other things. Now that the tutorial is done, we can start to iterate properly and provide more rapid, smaller updates as this has been our largest undertaking so far. Stay tuned!


  • Counterhit timings are now far more consistent across normals.
  • Fixed a miscalculation from the previous patch that caused blocking to give more meter to the attacker than landing hits would(!!!!)
  • Blocking now also grants a small bit of meter for the defender
  • All characters now have proper, lip synched introductions. As of now, Player 1 remains the only one with a speaking role, but we'll be introducing more back and forth intros over time.


  • 6A hitbox extended forward slightly
  • 6A moves forward slightly


  • Fixed minor launcher graphical bug which caused the ice sculpture to face the opposite direction


  • It's no longer possible to gain meter on block while Fred is out (whups!)


  • Fixed a bug that allowed j.C to hit without applying JD


  • Follower puppies now continue following while pom's in hitstun, but slowly
  • Puppies manually moved while puppy is in distress are slowed
  • Mom counter is cancelled if pom is in hitstun

Known Issues
  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
  • 4D into j.A with tianhuo reads out to be 14 frames of startup before earliest possible hit, but it's actually 18.
Jun 26, 2018
Them's Fightin' Herds - Mane6, Inc

Long delayed hello, everyone!

As you might have noticed, TFH hasn’t hit the expected 1.0 milestone yet.

Due to the same row of heavy "RL" reasons mentioned before, (the details of which you don't really want to hear, but include some really heavy RL issues for some of our Devs), we continue to be down three people in our development team for long periods of time.

We've attempted to patch part of these holes by putting out a call for a pixel artist to cover the major delay on story mode (art placeholders), but we've yet to hire one. We've got a couple of people who applied to us whose stuff we've really liked, but which haven't yet replied to our e-mails. Applicants, if you're reading this, please check your inbox and spam folders! We might be trying to contact you. All of this is putting the story mode on hold for far longer than we expected and far more than what we’d have liked. Hopefully we can steer that particular situation back on track soon, as the hiring of said artist would help us finish the remaining elements needed AND free other people to work on additional things we’ve been holding down the priority list for some time.

That said, the remainder of the team has still been working hard these past few weeks, as we strive to get those features which do not require our MIA developers to get completed working and out of the gate.

You might have already seen a couple of glimpses of the upcoming features here and there in Beta and Anu's worklogs in the official forums, but here's a slightly more detailed breakdown of what’s coming to TFH in the near-immediate future.


We've been working hard to supply Oleander with the time and the crayons to teach you how to fight, and building the framework that’ll allow us to create and easily iterate on lessons across many fighting game concepts, with some light target practice and obstacle courses to reinforce all you have learned.

Watch it in Motion

Watch it in Motion

Ranked Matchmaking

Soon, we will have standard matchmaking features to pair up similarly skilled players with a more ‘competitive’ scoring system. In addition, a casual levelling system that is always active as you play online (ranked or not) will provide unlockable hats and palettes at certain milestones. Performance within each match, fighting against tougher opponents and other challenges provide xp bonuses to push you even further!

Watch it in Motion

Pixel Dungeon 2.0
Salt mines. Now even saltier.

We wish to keep most of this stuff a surprise, but we're pretty excited for this release. In addition to the PvE element, we've added more cooperative play to unlock hats and intercept predators. We're also putting in some interesting little items to make dungeon fights more stylish and silly.

Character Intros/Outros

Characters will no longer stand still while the fightin’ starts happenin’ - New animations for Intros/Outros are coming to the game.

Watch it in Motion

Watch it in Motion

...And an apology

In addition to the things mentioned above, we’d like to apologize for the breakdown in general communications; we’ve been active and communicating with the playerbase through a couple of the discord community channels, as well as pulling some of the most active people in the game for gathering feedback on these new features and on the already existing ones. Discord has been really helpful for quick, direct feedback and feature implementation, but has given off a perception of silence to the general public. As things are now closer to their initial public iteration, we’re going to be posting more often to the general community via our official forums, the social media places and the Steam community forums.

As always, we’d like to thank you guys for continuing to stick with us through the rough patches.

- M6
Them's Fightin' Herds - Mane6, Inc

Early Access patch 7: Ev'rybody Dance Now! Edition
(Da da da da da da da da da)

Hotfix 11-5-18.a


  • Can't cancel launcher into flight on block (whups)

Be sure to update and verify your files again. If you fight someone and one of you isn't updated, your fight may desync.


The patch (5/11/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

This is a rather hefty patch as it includes a ton of changes and fixes to some long standing bugs. As the gameplay has been given time to settle in a bit, it turns out certain characters were slightly overperforming. Furthermore, due to staggers being a reliable way to avoid mechanics intended to limit the potency of mixups after knockdowns, we have changed how staggers work post-JD. Players who rely on using staggers as late as possible will now have to be more wary of the JD bar as they too have to deal with a guaranteed knockdown situation. These changes may adversely impact the performance of said characters in unexpected ways, and we'll be keeping a close eye on how they perform to determine if any further tweaks are necessary to compensate. Lots of things are quite different now, so please be vocal and detailed with any issues/bugs you run into and we'll be sure to give it a look!



  • Cross Canter is now totally impossible to combo after
  • Cross Canter now armor breaks
  • The opponent can no longer be staggered if JD is filled, It will instead cause a crumple that always leads to soft knockdown
  • Fixed some cases where a player could tech out of command grabs
  • Fixed several situations where a player could cancel block and hitstuns into movement options or supers
  • Fixed being able to gain above full health from eating apples
  • Fixed health gained by eating apples messing up red health values
  • It is no longer possible to force a Hard Knockdown off of full JD normals by cancelling into a super before they hit the ground
  • Fixed an issue preventing input buffering for specials when landing
  • Fixed an issue preventing grabbing (until the player returns to neutral) after doing a low attack (This issue specifically affected Arizona, Oleander and Paprika because of command normals)
  • Training Dummy now properly techs tumbles at the earliest possible frame after a groundbounce/tumble has been used in a combo
  • Standing KO's work properly again, should eliminate most if not all of the remaining 'Armored KO' bugs


  • Damage proration from Ropes reduced slightly
  • 6B Hurtboxes moved upward
  • Super now completes VO
  • Super now has 1 frame post-superflash, alleviating previously 'unblockable' situations
  • Super now cleaves through pets and projectiles without hitstop


  • Cancelling C startup into grab no longer spawns the ice graphic
  • Eating animation no longer has a cardboard ice sprite. Poof!
  • Now has a crouch sliding animation


  • Fred is no longer controllable while teching
  • Fred stops attacking if Oleander gets hit
  • Outside of meter stealing attacks, you can no longer gain any meter while Fred is out
  • Super meter requirements per level increased slightly
  • Teleports A and B now always costs 1 magic, even if grounded
  • Opening damage for j.2C decreased, minimum damage increased slightly
  • Fixed another remaining case of the Chapter Trap hitbox detaching from its graphic when cancelled into a super
  • So they came into the outway, It was Sunday, but a black day, I could make a salutation, sounding heartbeats, intimidation...
    • Ollie, are you okay, are you okay, are you okay, Ollie?
    • Ollie, are you okay, are you okay, are you okay, Ollie?
    • Ollie, are you okay, are you okay, are you okay, Ollie?


  • Blocked super should more reliably end up on the opposing side
  • B startup and recovery has been sped up
  • B and 2B are slightly safer on block
  • Kiss now refunds a flat 250 JD, with a minimum cap of -150
  • Damage proration from Kiss reduced slightly
  • Super should no longer be able to trigger off of pets/projectiles
  • There is now an indicator that a player is close enough to eat a gift (actual graphic pending)
  • Super now cleaves through pets without hitstop
  • Fixed a bug involving paprika's movement options that had an extremely small chance to crash the game(!)
  • Boom, baby!


  • Every puppy in Stampede now have hurtboxes
  • Dad now follows the opponent from behind, as intended
  • Preblock distance of 2C increased (This might cause issues, will be monitoring the effects of this)
  • Throws from pets can no longer connect with opponents who are in preblock
  • Fixed Pom being able to level 2 after dad has hit the opponent
  • Mom Izuna Drop now properly KO's if it's the last hit
  • Mom Counter and Izuna Drop no longer gain a first-hit bonus
  • j.B hitstop increased (should also help with the high/low protection)
  • Puppies are no longer controllable while teching
  • Dad usability now follows the same rules as all other puppies (Not usable during hitstun or teching, stops when pom gets attacked, etc.)
  • You wouldn't hit a wee lamb, would you?


  • Can no longer whiff cancel air normals into flight
  • Volcanic Bash now has a grounded version
    • Travels a bit less of a distance than air version
    • Goes through projectiles
  • All specials except for successful V.Crashes have increased landing recovery
  • New j.A that aims moreso for air-to-air than straight towards the ground
  • Flight startup time increased
  • Upward flight max speed lowered
  • Downward flight acceleration increased
  • Super startup time decreased
  • Super startup jump height decreased
  • Old j.A is now accessible during Ran Shao Feng, and is now an overhead
  • B hitboxes normalized, no longer whiffs on crouching opponents during the beginning of the attack
  • B recovery increased
  • Has renounced captaincy of the Empress' Imperial Guard to assume captaincy of the Empress' Imperial PicnicBasketBall Team.

New Lobby Features

  • Added 'voice channels' so now users can choose which chat channel they are on. This includes an option to only hear and communicate with people who are fighting with you or spectating.
    • Reverted change where your voicechat was filtered per lobby room
  • Lobby scoreboard now shows everyone's voice channel so you can see where your friends are
  • Lobby fights now show both fighters voice chat activity and voice chat channels
  • Spectators can now open online menus during fights

Bug Fixes

  • Fixed major bug where some controller types could stop working after fighting a predator in saltmines
  • Fixed up lobby character collisions against walls to correctly handle slopes and sharp corners
  • Fixed bug where music was at full volume on splash screen, but then adjusted when the main menu came up
  • Fixed bug where D notification could appear while you were trying to open a chest
  • Fixed bug where grabbing a chest while running could cause a server desync
  • Changed teleport/arrival sound in pixel lobby so that it only plays for the whole server when you first join the server.
  • Fixed bug where disconnecting from someone during character select could prevent you from fighting them in the future until one of the games was restarted

Backend changes

  • How players recieve world updates from the lobby server has changed. You should not feel any difference in smoothness, but if you do experience new problems, be sure to let us know!
  • Entirely changed how chest claiming works internally. Should provide a smoother experience, but as with all new code, there may be bugs!
  • Changed the way sprite drawing works. Should be less load on older computers, but has potential for bugs. Let us know if you get weird graphical glitches in lobby

Known Issues

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
  • 4:D into j.A with tianhuo reads out to be 14 frames of startup before earliest possible hit in training mode, but it's actually 18.
  • Currently, spectators cannot set their voice channel while in a match

Them's Fightin' Herds - Mane6, Inc

Early Access Patch #6 (13-4-18): Infinite Combo Your Friends Edition!

From user feedback, we've put together a new feature for online matches. All online modes now have an options menu that can be brought up by holding start. This menu contains options for enabling and disabling certain features of the fight (like infinite magic) and training data displays that can allow you to lab better with friends. Players in a training fight can now display their opponent's (or teacher's) inputs to better follow by example.

Here’s the new options:

New Features

In Fight (Online)

  • New Options added to Pause Menu

    • View command lists
    • Show Hitboxes (Online training only)
    • Show Collision box (Online training only)
    • Show Your Stick Motions (Online training only)
    • Show Your Opponents Stick Motions (Online training only)
    • Display you or your opponents input list (Online training only)
    • Enable or disable HUD (Online training only)
    • Enable, disable or defocus background (Online training only)
    • Enable or disable infinite super (Online training only)
    • Enable or disable infinite magic (Online training only)
    • Enable or disable juggle decay (Online training only)
    • Netgraph variant
    • SFX volume
    • Music volume
    • Voice Chat volume
    • Character voice volume
    • Chest notification sounds (pixel lobby only)

Voice channels and muting all but opponent/spectators for pixel lobby was meant to go on here, but it didn't quite make it in in time. Next patch!

Other Changes

In Fight (Everywhere)

  • Button displays have been recolored to be more Mane6-ey (and match our ABCD color standard)

Pixel Lobby
  • Goggles cosmetic moved to hat slot

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