MarioFIGHTer

MarioFIGHTer 1.6

MarioFIGHTer 1.6 - Fighter Rebalence Update 1

This update mainly focuses on balencing and adding proper functionality to popular CS moveset and abilities, reworking blocks and countering, adding a visual queue system to make FFA requests easier, and many bug and stability fixes.


Networking And Requests

  • Non-host players can now issue duel and team requests through server-processed sync requests.
  • Non-host players can forfeit; the server authoritatively resolves the match.
  • Invite targeting now requires players to be in the same course, level, and area.
  • Fixed requests accidentally targeting players in another level.
  • Team partners must still be nearby and in the same instance when battle begins.
  • FFA join requests validate every participant’s location.
  • Challenge state is cleared when combat begins, preventing request text from lingering.
Request Dialogue

  • Added synchronized overhead request dialogue:
    • FIGHT?
    • ...
    • ME TOO?
    • LET'S DO THIS!
    • YOU'RE ON!
    • NOT IN THE MOOD
    • =(
    • I GIVE UP!
  • Dialogue is color-coded by team or FFA slot.
  • Added MarioFIGHTer APIs allowing ToeTagger to render these tags consistently.
  • Added a built-in fallback renderer when ToeTagger is unavailable.
Rounds And FFA

  • Added separate win tracking for players three and four.
  • Added equidistant three-player and four-player starting formations.
  • 2D FFAs use evenly spaced linear positions.
  • 3D FFAs use triangular or square formations.
  • Added an FFA elimination sound when a fighter is knocked out while others remain.
  • Added a short health synchronization delay before resolving a KO, reducing premature round endings.
  • Improved KO and winner determination for multi-player matches.
  • Fixed win-streak announcements persisting during active combat.
Combat

  • Blocking now cancels velocity, sliding, knockback timers, and knockdown reactions.
  • Bowser fireballs inflict zero chip damage when blocked.
  • Vanilla punches now counter incoming dive attacks.
  • Added a reusable high-launch system for powerful special attacks.
  • Added synchronized sustained launch velocity for electrified and custom attacks.
  • Added dedicated staleness rates and minimum damage floors for selected attacks.
  • Added grounded spindash-charge contact damage: 0.8% every 15 frames with a small outward push.
  • Airborne drop dashes no longer enter the grounded charge chip-damage loop.
Character Balance

  • Link sword strikes now use a dedicated stronger damage profile.
  • Metal Knuckles punches now use dedicated damage and stun values.
  • Geno Rocket Punch increased from 30% to 42%.
  • Geno beam tiers now deal 9%, 15.75%, and 19.125%.
  • Fully charged Geno beams receive heavy upward-back launch.
  • Mallow Bolt now deals 17.6% with heavy launch.
  • Pikachu Thunder reduced from 22% to 15.75%, preventing one-hit KOs.
  • Pikachu Thundershock now has a dedicated fast-staling profile.
  • Vile machine-gun damage increased by 30%.
  • Added dedicated charged Vulcan, Vile grenade, Vile Mk II grenade, and Axl grenade profiles.
  • Added dedicated Gaea Giga Attack and Zero Rekkoha profiles.
  • X/Alia fully charged buster damage reduced from 17.2% to 15.48%.
  • MMX projectiles now stale much more slowly than conventional attack spam.
Victory And Final Hit

  • Added a standalone victory-pose action that does not trigger a star-exit transition.
  • Winners are grounded, immobilized, and turned toward the camera during their pose.
  • Victory state is cleared correctly when the next round begins.
  • Final-hit camera now targets the defeated fighter directly.
  • Final-hit camera was moved farther back and uses a tighter cinematic FOV.
  • Defeated fighters use the injured/dead eye expression during the cinematic.
  • Added the 💩MAN victory Easter egg with final-hit confetti and DEATH 💩 support.
Camera And Controls

  • Camera wall collision is now enabled by default.
  • D-Pad Up toggles wall collision during fights.
  • Added input debounce so one press cannot rapidly switch modes.
  • Added optional automatic close-wall camera escape with hysteresis.
  • Camera settings and switches remain local to each machine.
  • The selected 2D or 3D battle mode is now remembered between sessions.
  • Improved restoration of transformed analog input before each physics pass.
  • Updated /help with camera switching, forfeiting, and target-switch controls.
Compatibility

  • Expanded the package from two compatibility archives to six.
  • MMX: strict projectile-position collision checks, direct hit registration, unique hitbox IDs, special-attack profiles, and movement-directed ground-dash support.
  • Pikachu: direct Thunder and Thundershock registration with repeat-hit limits.
  • Link: unlimited arrows and bombs during active fights.
  • Metal Sonic & Knuckles: corrected Metal Knuckles wall-climb controls during fight input transformation.
  • Petey Piranha: summoned Nipper Plants cannot damage Petey.
  • Geno and Mallow: exposed beam charge tiers, enlarged upper-tier beam hitboxes, and direct Bolt/beam registration.
  • PIGGYBACKer: current compatible builds lock and detach active fighters while the auto-disable option is enabled.
  • ToeTagger: current compatible builds display fight health, flashing FIGHT! activity labels, and overhead request dialogue.

MarioFIGHTer 1.5: The FFA Update​

Created by codeflex

MarioFIGHTer is back, this time supporting fights with up to 4 players, and includes direct compatibility files for MMX and Link (use the files in the zip and replace those files within their respective mod folders).

To form a team with another player, hold L + R + A
To start a FFA battle, first have one player challenge another with L + R + Z; before accepting a match, Player 3 and 4 can also use L + R + Z to convert it into an FFA request!


This list includes only features, balancing changes, and fixes completed after MarioFIGHTer 1.0.

Multiplayer Expansion​

  • Added three and four-player free-for-all battles.
  • Multiple nearby challenges can merge into one open FFA request.
  • Added request text showing the players currently joining an FFA.
  • Added in-world indicators above players involved in an open request.
  • Added indicators showing whether an open challenge uses 2D or 3D rules.
  • Added longer acceptance time for multiplayer requests.
  • Added individual health and knockout states for every FFA participant.
  • Added lower-screen health bars for Player 3 and Player 4.
  • Added target switching with L during multi-opponent battles.
  • Corrected friendly fire between actual teammates.
  • Prevented players from challenging their active teammate.
  • Team partnerships now remain active after a battle.
  • Knocked-out teammates remain immobilized until the next round.

Multiplayer Victory Rules​

  • In 1v1, the first knocked-out fighter loses.
  • In 2v1 and 2v2, a team loses only when every member is knocked out.
  • In FFA, the last remaining fighter wins.
  • Timed team battles compare each team’s combined remaining health.
  • Timed FFA battles award the round to the fighter with the most health.
  • Fixed rounds ending before a fighter’s health actually reached zero.
  • Fixed rounds occasionally awarding victory to the wrong player.
  • Fixed matches softlocking after incorrectly detecting a surviving player as defeated.
  • Fighters who bubble or fall out of the level are restored before the next round.

Final-Hit Cinematic​

  • Added a Smash-inspired cinematic for the final attack of a match.
  • Added cinematic bars, camera zoom, dramatic hit freeze, impact effects, and a finishing launch.
  • Limited the effect to genuine match-ending player attacks.
  • Prevented forfeits and secondary impact damage from activating it.
  • Increased the final launch knockback.
  • Moved the cinematic camera farther back for clearer framing.
  • Fixed the cinematic activating only once per session.
  • Added cleanup for interrupted or stale cinematic states.
  • Fixed missing effect functions that previously generated Lua errors.

MMX Compatibility​

  • Added direct MMX compatibility by modifying MMX’s own projectile handling.
  • X and Alia’s uncharged buster shots now inflict chip damage.
  • Added damage for X and Alia’s stage-one charge shots.
  • Vile’s machine-gun shots now inflict chip damage.
  • Axl’s pistol shots now inflict chip damage.
  • Increased MMX uncharged projectile damage after initial balancing.
  • Reduced excessive damage from fully charged MMX projectiles.
  • Increased Vile and Axl grenade damage and added knockback.
  • Increased Zero’s sword damage.
  • Added more subtle projectile impact effects.
  • Corrected MMX projectiles firing toward the target instead of straight ahead in 3D battles.
  • Updated MMX ground-dash handling to preserve player-directed movement.
  • Added a clean MMX compatibility package alongside the live patched version.
  • Kept MarioFIGHTer independently releasable without bundling MMX itself.

Character Compatibility​

  • Added heavy damage to Pikachu’s aerial Thunder attack while preserving its electrocution and launch behavior.
  • Added damage for Metal Sonic and Metal Knuckles bounce attacks.
  • Added collision damage for Metal Knuckles’ glide.
  • Added momentum-scaled damage for Metal Sonic and Metal Knuckles spin attacks.
  • Increased damage from Link, Zero, Metal Sonic, Metal Knuckles, and other specialized movesets.
  • Reduced launch behavior from Metal Knuckles’ opening punches so combos can connect.
  • Added compatibility hooks that external movesets can use to register MarioFIGHTer damage.

Combat Changes​

  • Added a Z + A backflip counter-attack.
  • The counter becomes active immediately to interrupt close-range pressure.
  • Successful counters inflict damage and strong upward knockback.
  • Backflip counters defeat incoming ground pounds.
  • Reworked parries to create a short attack clash instead of knocking down both fighters.
  • Added faster recovery after a successful parry.
  • Improved blockstun so blocking can create a counterattack opportunity.
  • Blocked attacks no longer apply normal knockback.
  • Reduced standard Mario punch, kick, dive, and ground-pound damage.
  • Increased damage for specialized custom-moveset attacks.
  • Reduced ground-pound damage through multiple balancing passes.
  • Reduced damage from ground, wall, stair, bonk, and knockdown impacts.
  • Added speed scaling so exceptionally hard impacts can still cause greater damage.
  • Added protection against the same impact dealing damage repeatedly across several frames.
  • Added a low-health standing animation below 20% health.

Recovery Fixes​

  • Reduced the amount of recoverable health to prevent drawn-out matches.
  • Fixed recovery freezing indefinitely.
  • Fixed newly received damage sometimes being overwritten by active recovery.
  • Fixed grenade and sword damage occasionally being nullified during recovery.
  • Changed recovery processing so each player owns their local health restoration.
  • Added damage timestamps that immediately suspend recovery when a new attack lands.
  • Added safeguards for missing team-damage and health functions.
  • Fixed recurring recovery errors that accumulated lag for non-host players.

Camera Improvements​

  • Added improved vertical tracking for slopes, pits, and aerial movement.
  • Added a Camera Wall Collision option.
  • Camera wall collision remains disabled by default, preserving the unobstructed fight camera.
  • When enabled, level geometry can push the camera in front of obstructing walls.
  • Improved multiplayer camera framing for team and FFA battles.
  • Reduced camera snap-back after a fighter receives damage.
  • Fixed combat movement corrections ending before the full match transition completed.
  • Improved camera cleanup after softlocks, ring outs, and interrupted battles.

PIGGYBACKer Integration​

  • Added an option to suspend PIGGYBACKer during fights.
  • Added direct compatibility handling inside PIGGYBACKer.
  • Combatants are rejected as piggyback riders and hosts while fighting.
  • Existing piggyback links are cleared when a fight begins.
  • Added repeated enforcement to catch piggyback links created after the initial battle transition.
  • Normal piggyback behavior becomes available again after the fight.

Interface and Help​

  • Added /help with challenge, team, FFA, forfeit, and targeting instructions.
  • Added Player 3 and Player 4 HUD layouts.
  • Added wins indicators for additional combatants.
  • Moved lower-player names, icons, and wins above their health bars.
  • Removed lingering FFA request text after a battle begins.
  • Added active teammate and target indicators.
  • Rebranded the release as MarioFIGHTer 1.5, retaining the red, yellow-orange, and white title colors.

Stability Fixes​

  • Split FFA, multiplayer combat, and counter logic into dedicated handler files.
  • Reduced pressure on Lua’s per-file local-variable limit.
  • Fixed missing last_damage_for_team, set_health, show_fight_fx, burst_particles, and related helper errors.
  • Fixed invalid MMX projectile-owner lookups.
  • Fixed repeated Lua errors triggered by SIDEKICKer swaps.
  • Fixed countdown and battle-state interruptions introduced during multiplayer development.
  • Reduced accumulating non-host lag caused by callbacks failing every frame.
  • Added safer cleanup when a combatant disconnects, changes levels, or becomes unavailable.
  • Added recovery paths for interrupted FFA and final-hit states.

Known Limitations​

  • Character Select locking remains excluded because universal hooks repeatedly caused startup failures.
  • Throws and grapples were not included; the backflip counter currently fills the defensive escape role.
  • MMX, Pikachu, PIGGYBACKer, and Metal Sonic/Metal Knuckles integrations require their supplied compatibility files.