Previous frame before ledge grab is no longer shown for an extra frame.Attack hitboxes are now processed if player grabs the edge on the same frame.Aerial hitboxes are now processed if player touches the ground on the same frame.Hitboxes are now processed after the current frame is rendered, making collisions more obvious and making it so that immediate pauses reflect proper impact.Hitstun gets boosted by 20% when meteors (angles 270-290) hit grounded foes and a special sound plays.Reactions for attack hitbox interactions made more consistent overall.Powershielded projectiles can now damage players after being reflected multiple times.The projectile keeps moving as normal until it actually hits the attacker. If a projectile overpowers a character hitbox, the attacker is no longer immediately hit, and the attacker’s animation will continue.
![super smash flash 2 1.1.0.1 unbloocked super smash flash 2 1.1.0.1 unbloocked](https://i.pinimg.com/originals/be/7c/02/be7c02b8e78a375ce4097ddc719dd241.jpg)
Projectiles that are overpowered are now destroyed.Projectiles can now respond to receiving “damage”.Fixed bug where reflected projectiles could not hurt opponents.Fixed bug where projectiles did not clank properly.Projectile attacks should now properly affect targets.Hitboxes that are supposed to ignore shield now work properly.Attacks should no longer react when colliding with intangible players.Intangible CPUs should no longer react to attack collisions.Clanking now pauses animations for the duration of attack hitstuns.Clanked attacks can no longer hit after the clank.Throws that do not actually hit the foe can no longer be SDI’d and feel/look better.Backwards jumps now reset all horizontal momentum.
![super smash flash 2 1.1.0.1 unbloocked super smash flash 2 1.1.0.1 unbloocked](http://subaruaircraft.com/wp-content/uploads/2021/03/Super-Smash-Flash-2.jpg)
![super smash flash 2 1.1.0.1 unbloocked super smash flash 2 1.1.0.1 unbloocked](https://i.ytimg.com/vi/HsK3_w3cksc/maxresdefault.jpg)
Fixed horizontal momentum when holding forward.Grabs will now clank with each other instead of being port-priority-based, dealing 2% damage to both players.