- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- - Hitbox size reduced so the attack is less likely to hit behind Agent Smith
- ~ Knockback angle made more horizontal
- - Knockback influence multiplier increased to 1.2 from 1.0
- ~ Now limits fall speed during attack recovery
- * Fixed an issue where this attack could be on-hit canceled before all shots were fired, causing inconsistent on-hit cancel combos
- ~ Now limits fall speed during attack recovery
- + Ground movement speed increased to 2190 from 2125[/i]
- ~ Hitbox size adjusted to better match visuals
- ~ Knockback angle made more horizontal
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- ~ Hitpause reduced
- ~ Hitbox size adjusted to better match visuals
- + Movement distance from charge increased
- + On-hit cancel window advanced 2 frames
- - Now allows less movement control when used near the ground
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- - Second hit hitstun reduced
- ~ Now limits fall speed during attack recovery
- + Hitbox active duration increased 1 frame
- - On-hit cancel window delayed 18 frames
- - Final hit hitstun reduced
- ~ Now limits fall speed during attack recovery
- - Final hit knockback reduced to 2300 from 2500
- ~ Final hit knockback angle made more diagonal
- - Final hit knockback influence multiplier increased to 1.2 from 1.0
- - Attacks no longer apply weakened debuff on-hit while Batman is invisible
- + Attacks have a small increase to knockback while Batman is invisible
- - Hitbox size reduced so the attack is less likely to hit behind Batman
- - Hitstun reduced
- - Hitbox size reduced so the attack is less likely to hit behind Batman
- ~ Hitbox size adjusted to better match visuals
- - On-hit weakened debuff removed
- - Knockback reduced to 1850 from 1900
- - Knockback scaling reduced to 22 from 23
- - On-hit weakened debuff removed
- + On-hit cancel window advanced 4 frames
- ~ Now limits fall speed during attack recovery
- ~ Knockback angle made more horizontal
- - Knockback influence multiplier increased to 1.2 from 1.0
- ~ Now limits fall speed during attack recovery
- - On-hit weakened debuff removed
- - Second hit knockback reduced to 1450 from 1550
- - Second hit knockback scaling reduced to 12 from 13
- - Second hit knockback influence multiplier increased to 1.2 from 1.0
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- - Cooldown increased to 24 seconds from 20 seconds
- - Now prevents fast fall during attack start-up
- - Full-charge first hit hitbox size reduced so the attack is less likely to hit behind Batman
- + Smoke bomb area of effect is now larger to better match visuals
- + Smoke bomb now gives allies besides Batman a 20% speed buff
- + Smoke bomb now removes enemy dodge meter while enemies are inside
- * Fixed an issue where Smoke Bomb was not buffing ally dodge meter regeneration
- - Knockback scaling reduced to 14 from 16
- * Fixed an issue where Batman's hurtboxes would be misaligned when using Air Down Special as part of a dodge attack
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- + Now grants allies a lightning gauntlet buff on-hit
- ~ Hitbox size adjusted to better match visuals
- – Hitbox size reduced so the attack is less likely to hit behind Black Adam
- – Hitbox size reduced so the attack is less likely to hit behind Black Adam
- + Hitbox added to Black Adam’s hand that knocks back enemies that were not grabbed
- – Hitbox size reduced so the attack is less likely to hit behind Black Adam
- + Projectile now grants allies a lightning gauntlet buff on-hit
- ~ Hitbox size adjusted to better match visuals
- ~ Second hit knockback angle made more diagonal
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- – Movement reduced when Black Adam is fatigued (empty dodge meter)
- + Projectile now grants allies a lightning gauntlet buff on-hit
- ~ Now limits fall speed during attack recovery
- + Successfully blocking a projectile now reduces Black Adam’s active cooldowns 7.5%
- * Fixed an issue where the projectile shield would take damage from light projectiles
- + Projectile now grants allies a lightning gauntlet buff on-hit
- + Bugs can now pull either a sandwich or a dynamite item from his ACME box
- + ACME box cooldown reduced to 10 seconds from 15 seconds
- + ACME box item pull start-up window reduced 10 frames
- + ACME box item pull now moves toward nearby allies
- + Knockback scaling increased to 21 from 18
- – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
- + Maximum charge time reduced 3 frames
- – On-whiff cancel window delayed 4 frames
- – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
- – Hitstun reduced
- ~ Now limits fall speed during attack recovery
- – Uncharged knockback reduced to 1500 from 1750
- + Uncharged knockback scaling increased to 16.5 from 14
- + On-hit cancel window advanced 3 frames
- – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
- ~ Hitpause reduced
- ~ Now limits fall speed during attack recovery
- – Knockback reduced to 1500 from 1650
- + Knockback scaling increased to 19 from 15
- ~ Knockback angle made more diagonal
- – Hitstun reduced
- ~ Now limits fall speed during attack recovery
- – Hitbox size reduced so the attack is less likely to hit above Bugs Bunny
- + Start-up window reduced 1 frame
- ~ Uncharged pie launch speed reduced, charged pie launch speed increased
- ~ Pie projectile now ignores platform collision when colliding with platforms from above
- + Pie projectile knockback scaling increased to 15 from 1
- + Movement increased
- + On-hit cancel window advanced 14 frames
- + Hitbox added to Bugs Bunny’s hand that combos into stun hit
- + Attack can now be charged, reducing minimum start-up window by 15 frames
- * Fixed an issue where Bugs could drift backwards during this attack
- * Fixed an issue where this attack incorrectly broke armor
- * Fixed an issue where this attack incorrectly broke armor
- * Fixed an issue where dodged projectiles would not hit enemies after exiting the tunnel
- + Air movement speed increased to 1900 from 1775
- ~ Boots of speed buff visuals updated
- + Ally coin buff increased to 2 damage per stack from 1 damage per stack
- + Ally coin buff now loses only 1 stack on-hit, down from all stacks
- + Ally coin buff now grants armor break on max (5) stacks
- + Knockback scaling increased to 18 from 15.5
- ~ Hitpause increased
- – On-whiff cancel window delayed 10 frames
- ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
- ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
- + Damage increased to 6 from 5.5
- – Knockback reduced to 1750 from 1900
- – Knockback scaling reduced to 16 from 18
- ~ Knockback angle made more horizontal
- + Hitstun increased
- – Uncharged knockback reduced to 1100 from 1350
- ~ Finn now launches himself to one height, regardless of charge
- + First hit knockback influence multiplier decreased to 0 from 1.0
- ~ Second hit hitbox size adjusted to better match visuals
- – Second hit knockback influence multiplier increased to 1.15 from 1.0
- – On-hit cancel window delayed 3 frames
- ~ Knockback angle made more horizontal
- – Hitstun reduced
- – Knockback influence multiplier increased to 1.15 from 1.0
- + Hitstun increased
- ~ Hitpause reduced
- + On-hit cancel window advanced 1 frame
- – On-hit cancel window into Air Down Attack delayed 6 frames
- + On-whiff cancel window advanced 15 frames; now matches on-whiff cancel into Air Side Attack 2
- – Hitbox size reduced so the attack is less likely to hit behind Finn
- – On-hit cancel window delayed 8 frames
- – Hitbox size reduced so the attack is less likely to hit behind Finn
- + Knockback increased to 1300 from 1100
- + Knockback scaling increased to 14 from 10
- ~ Knockback angle made more horizontal
- – On-hit cancel window delayed 10 frames
- – On-whiff cancel window delayed 8 frames
- ~ Hitbox size adjusted to better match visuals
- + Now maintains more momentum during attack
- – Start-up window increased 2 frames
- + Hitbox active duration increased 2 frames
- + Ally shockwave now always spawns when high-fiving an ally
- ~ Now limits fall speed during attack recovery
- – Hitbox size reduced so the attack is less likely to hit behind Finn
- + Now breaks armor
- – Now no longer automatically tracks towards nearest enemy or enemy projectile
- – Now no longer has an active hitbox while Finn is dashing
- + Finn can now intentionally angle his side special dash up or down
- + Attack can now be charged, reducing minimum start-up window until movement by 8 frames
- + Sweetspot hitbox added to Finn’s sword tip
- ~ Hitbox size adjusted to better match visuals
- – Hitbox size reduced so the attack is less likely to hit behind Garnet
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- * Fixed an issue where Garnet’s hurtboxes would be misaligned when using Air Down Attack as part of a dodge attack
- + Ground movement speed increased to 1900 from 1850
- * Fixed an issue where Gizmo had fewer invulnerability frames than the cast during his ground side dodge
- – Hitbox size reduced so the attack is less likely to hit behind Gizmo
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- – Car explosion hitbox size reduced
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- – Hitstun reduced
- + On-hit cancel window advanced 1 frame
- + On-hit cancel window into Ground Down Attack 2 advanced 1 frame
- + Damage increased to 8 from 7
- + Knockback increased to 1850 from 1750
- + Knockback scaling increased to 19 from 18
- ~ Knockback angle made more horizontal
- + On-hit cancel window advanced 4 frames
- – Hitstun reduced from 2.25 to 2.1
- This is to prevent an infinite loop
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- – Now prevents fast fall during attack
- ~ Now limits fall speed during hover
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- + Ground movement speed increased to 2150 from 2100
- – Hitbox size reduced so the attack is less likely to hit behind Jake
- – Movement reduced
- + On-hit cancel window advanced 1 frame
- – Knockback influence multiplier increased to 1.5 from 1.0
- ~ Knockback angle made more downward to allow ground bounces
- – Knockback influence multiplier increased to 1.25 from 1.0
- ~ Now limits fall speed during attack recovery
- + Uncharged damage increased to 5 from 4
- + Uncharged sweetspot damage increased to 6 from 5
- + Uncharged sweetspot knockback increased to 1450 from 1300
- + Uncharged sweetspot knockback scaling increased to 18 from 17
- + Repeat-move lockout reduced to 14 frames from 20 frames
- – On-whiff cancel window delayed 6 frames
- ~ Now limits fall speed during attack recovery
- + Second hit start-up window reduced 2 frames
- ~ Hitbox size adjusted to better match visuals
- + Now maintains more momentum during attack
- – On-hit weakened debuff removed
- + Now maintains more momentum during attack
- ~ Now limits fall speed during attack recovery
- – Hitbox active duration reduced 4 frames
- – Hitbox size reduced so the attack is less likely to hit behind Jason
- – Hitbox size reduced so the attack is less likely to hit behind Jason
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- – Hitbox size reduced so the attack is less likely to hit behind Jason
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- * Fixed an issue where certain grab attacks would not properly break Jason’s gray health armor
- ~ Hitbox size adjusted to better match visuals
- + Ground movement speed increased to 2180 from 2000
- + Air movement speed increased to 1900 from 1600
- – Hitbox size reduced so the attack is less likely to hit behind LeBron
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- – On-Hit cancel window delayed 5 frames
- – On-Whiff cancel window delayed 10 frames
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- – Start-up window increased 2 frames
- + Hitbox active duration increased 1 frame
- – Hitbox size reduced so the attack is less likely to hit above LeBron
- ~ Now limits fall speed during attack recovery
- – Hitbox active duration reduced 1 frame
- + Damage increased to 9 from 8
- + Knockback increased to 1500 from 1400
- + Knockback scaling increased to 18 from 17
- + Final hit damage increased to 9 from 7
- + Base knockback increased to 1750 from 1600
- ~ Knockback angle on all hits made more horizontal to improve consistency
- ~ Now limits fall speed during attack recovery
- + Uncharged damage increased to 7 from 6
- + Uncharged knockback increased to 1600 from 1000
- – Knockback scaling reduced from 21 to 19
- ~ Knockback angle made more diagonal
- – On-hit branch window delayed 1 frame
- – Hitstun reduced
- + Now maintains more momentum during attack start-up
- – Hitbox size reduced so the attack is less likely to hit above Marvin
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- * Fixed an issue where the Rocket projectile would occasionally inherit the attack properties of Marvin’s charge attacks
- + Ground movement speed increased to 2080 from 1950
- ~ Visuals adjusted to better match hitbox size
- ~ Now limits fall speed during attack recovery
- – Hitbox size reduced so the attack is less likely to hit be
- + Ground movement speed increased to 2275 from 2250
- + First hit now more reliably combos into second hit
- – On-whiff cancel window delayed 2 frames
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- – On-hit cancel window delayed 3 frames
- * Fixed an issue where all projectile blocks were stopping Nubia’s spear
- – On-hit cancel window delayed 4 frames
- + First hit now more reliably combos into second hit at high damages
- + Now more reliably dashes to ally position
- + Ground movement speed increased to 2165 from 2150
- – Hitbox size reduced so the attack is less likely to hit behind Reindog
- ~ Now limits fall speed during attack recovery
- ~ Tether projectile now ignores platform collisions
- ~ Tether projectile now ignores blast zone collisions
- ~ Now limits fall speed during attack recovery
- – Hitbox size reduced so the attack is less likely to hit behind Rick
- + Running Meeseeks hitbox size increased
- – Knockback influence multiplier increased to 1.1 from 1.0
- ~ Knockback angle made slightly more horizontal
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- – Focus special attacks no longer apply weakened debuff on-hit
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- + Samurai Jack can now cancel the attack on-hit after the first hit before the second hit has begun
- * Fixed an issue where Samurai Jack could slide off the ledge during this attack
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- + Hitbox added to Samurai Jack’s arm that knocks back enemies that were not grabbed
- ~ Now limits fall speed during attack recovery
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- – Hitbox size reduced so the attack is less likely to hit behind Shaggy
- ~ Hitbox size adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- + Uncharged knockback increased to 1550 from 1450
- – On-hit cancel window delayed 8 frames
- – On-whiff cancel window delayed 6 frames
- – On-hit cancel window into Ground Side Attack removed
- ~ Hitbox size adjusted to better match visuals
- ~ Now limits fall speed during attack recovery
- ~ Now limits fall speed during attack recovery
- – Now prevents fast fall during attack start-up
- – Sandwich damage reduced to 5 from 9
- – Sandwich knockback reduced to 1600 from 2900
- – Sandwich knockback scaling increased to 15 from 12.5
- * Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain
- + Early hits now more reliably combo into final hit
- – On-hit weakened debuff removed
- – Shockwave on-hit weakened debuff removed
- – On-hit weakened debuff removed
- – Hitbox size reduced so the attack is less likely to hit behind Steven
- ~ Now limits fall speed during attack recovery
- ~ Shields now slowly descend when anything is on top of them
- ~ Now limits fall speed during attack recovery
- ~ Shields now slowly descend when anything is on top of them