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.
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