- ~ Updated knockback to hit more consistently near the ledge
- * Fixed an issue where Arya would float into space while attempting to use face steal
- + On-hit branch window 5 frames earlier
- - Damage reduced to 11 from 12
- - On-whiff branch window delayed 4 frames
- - Strength buff is now consumed after a successful attack to an enemy
- + On-hit branch window can be canceled 26 frames earlier
- - On-whiff branch window delayed 4 frames
- - On-whiff branch window delayed 8 frames
- * Fixed an issue where Bat Bomb could be applied to two enemies simultaneously if hit on the same frame
- - Leg hurtbox size increased
- - Lightning strike projectile now applies a 4-second cooldown
- + Knockback increased to 2300 from 2200
- - On-hit dodge branch window delayed 5 frames
- - Final hit base knockback reduced to 1500 from 1750
- - On-whiff branch window delayed 5 frames
- ~ Visuals now better match hitbox size
- - Repeat-move lockout increased to 18 frames from 8 frames
- - On-hit jump branch window delayed 4 frames
- ~ Attacking a safe will now only knock back the safe on the last hit of the attack
- We're keeping an eye on this change and may adjust in a hotfix if this makes neutral air attack + safe interactions too difficult
- - Hitbox active duration reduced 2 frames
- ~ Pie projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
- + More aerial momentum is maintained on attack start-up
- ~ Enemy attacks only do one damage to the safe; armor break hits still immediately destroy the safe
- - Safe health reduced to 3hp from 16hp
- - On-hit branch window delayed 5 frames
- ~ Knockback angle made more horizontal
- ~ Lowered platform height of vertical rocket to address issues where platform collision would push enemies away from the hitbox
- * Addressed several issues with tunnels where fighters could be trapped indefinitely or teleported off-screen without ringing out
- Bugs will now attempt to reverse direction if his destination tunnel is destroyed while he is traveling between tunnels
- + Now has a melee hitbox while projectile spawn is on cooldown
- + Knockback scaling to 15.5 from 14
- + Knockback scaling to 20.5 from 19.5
- * Fixed an issue where this attack was not breaking armor on both hits
- - Now applies a repeat-move lockout after ground side attack 1; air lockout duration matches ground lockout duration of 16 frames
- - Hitstun reduced
- + Knockback increased to 1750 from 1650
- + Hitbox start-up time advanced 5 frames
- + On-hit branch window advanced 2 frames
- ~ Placing the star will automatically adjust its position to prevent Garnet from ringing herself out on star dash
- ~ Gauntlets no longer spawn a star if the gauntlets were destroyed from leaving the arena
- * Fixed an issue where Gizmo would get multiple jumps in air while charging an arrow
- ~ Adjusted jump height during arrow charge to better match his normal jump heights.
- - Popcorn charge no longer affects arrow explosion damage/knockback
- - Car speed reduced to 2350 from 3000
- - Car health reduced to 5 hp from 8 hp
- - Car is now automatically destroyed if left idle for 6 seconds
- - On-whiff branch window delayed 8 frames
- ~ Increased attach radius to 575 units from 250 units; Gizmo should have an easier time snapping to his car or his allies without needing to precisely aim the attack
- + On-hit branch window advanced 6 frames
- + Maximum movement from charge increased 5%
- - On-hit branch window delayed 5 frames
- - On-whiff branch window delayed 5 frames
- + Knockback increased to 1250 from 1175
- ~ Explosion timer now begins while the bat doll is in Harley's hands
- ~ Cooldown timer now begins while the bat doll is in Harley's hands
- ~ Bat doll will only spawn an explosion hitbox if it explodes after being thrown by Harley
- ~ Bat doll is now considered an item while Harley has it equipped
- + Throwing the bat doll no longer consumes an air special
- * Fixed an issue where bat doll would not attach to a fighter after colliding with certain projectiles or terrain
- * Fixed an issue where bat doll could be equipped while Harley had an available bat doll to detonate
- ~ Explosion now classified as a "projectile" hit, meaning it can proc projectile effects like the "That's Flammable, Doc!" perk
- ~ Allies can no longer enter the pilot turret while Iron Giant is in a grabbed state
- * Fixed an issue where Iron Giant could still use rage mode attacks while polymorphed
- - On-whiff branch window delayed 6 frames
- - Hitbox size adjusted so it is less likely for Iron Giant to hit enemies behind him
- - On-whiff branch window delayed 6 frames
- ~ Attack now transitions to final hit after successfully damaging an enemy
- + Upper body is now projectile intangible while Iron Giant is spinning
- * Fixed a bug that would allow this attack to hit 5 times on occasion instead of the intended max of 3 hits
- * Fixed an issue where Jake could not hold special inputs using the right stick
- + Start-up window before charge reduced 6 frames. Start-up window after charge reduced 4 frames.
- + Hitbox size increased to better match visuals
- + Hitbox active duration increased 3 frames
- + Hitbox start-up time advanced 2 frames
- + More aerial momentum is maintained on attack start-up
- + Hitbox start-up time advanced 3 frames
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- ~ Machete hitboxes on several attacks now better match attack visuals
- + Hitbox start-up time advanced 2 frames
- + Hitbox start-up time advanced 1 frame
- * Fixed an issue where the first hit would not properly vacuum into the second hit under certain circumstances
- + Start-up window reduced 3 frames
- - On-whiff branch window delayed 5 frames
- + Hitbox start-up time advanced 1 frame; will now hit higher up on Jason
- + Hitbox added to Jason's head
- ~ Removed sleeping bag's properties as a projectile attack; it should no longer interact with Marvin bubble or Rick portal
- * Fixed an issue where Jason could grab certain boss enemies in Rifts
- + Hitbox start-up time advanced 6 frames
- + No longer prevents terrain bounce on knockback
- + No longer prevents terrain bounce on knockback
- + Hitbox start-up after charge advanced 10 frames
- ~ Maximum charge time increased
- - Required charge amount for armor increased 4 frames
- * Fixed an issue where dodge attack momentum was not properly conserved
- + First hit damage increased to 9 from 7
- + First hit knockback increased to 1825 from 1650
- + Second hit knockback increased to 1750 from 1650
- + First hit knockback scaling increased to 16 from 14
- ~ Knockback made more vertical
- + First hit more reliably combos into second hit
- - Repeat-move lockout increased to 15 frames from 8 frames
- + Hitbox start-up time advanced 4 frames
- + Knockback scaling increased to 19 from 15
- + Start-up on hitting ground increased 6 frames
- + Hitbox size increased
- + Now allows ground movement while holding the special button
- - Max horizontal speed reduced
- + Bubbled projectiles now have a minimum additional lifetime of 5 seconds, to prevent projectiles breaking immediately after being trapped
- * Fixed an issue where the bubble would get unnecessarily large after trapping certain projectiles
- * Fixed an issue where certain projectiles would not be properly trapped
- - Projectile lifetime reduced to 2.75 seconds from 4.25 seconds
- * Fixed an issue where the flag would fall through the platform on which it was placed
- * Fixed his drive animation facing the wrong way
- + Uncharged hitbox start-up time reduced; allows easier combos from Side Attack 2 into Side Attack 3
- - Hitbox active duration reduced to prevent Morty from hitting behind himself
- - Grenade are now properly blocked by projectile-blocking effects
- ~ Splitting a grenade properly spawns two grenades moving in opposite directions
- - On-whiff branch window delayed 10 frames
- * Fixed an issue where the on-hit branch window was not being acknowledged; attack can now branch much sooner on-hit
- - On-whiff branch window delayed 15 frames
- - Horizontal movement reduced
- + Uncharged damage increased to 4.5 from 4.0
- + Uncharged knockback increased to 1250 from 1200
- + Uncharged knockback scaling increased to 26 from 24
- + Reindog now flies more horizontally when thrown sideways by an ally
- - No longer damages invulnerable enemies
- Perk effect: "Rick's Meeseeks deal extra damage to fighters that are already in hitstun."�
- - Hitbox active duration reduced 1 frame
- * Addressed several issues with portals where fighters could be trapped indefinitely or teleported off-screen without ringing out
- Rick now takes priority traversing through portals if he attempts to spawn a second portal while another fighter is entering the first portal
- - Hitstun reduced
- + Sandwiches no longer collide with the bottom of fall-through platforms
- - Damage reduced to 9 from 10; ground up special unchanged
- - Knockback reduced to 1400 from 1500; ground up special unchanged
- ~ Knockback made more horizontal
- - Charge duration while holding a sandwich extended
- * Fixed an issue where Steven's enemies could stack rose debuff on themselves by hitting each other
- * Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks
- Passive
- - Neutral dodge shield start-up increased to 20 frames from 8 frames; this adds a vulnerable window after a neutral dodge before shield begins
- - Directional dodge shield start-up increased to 10 frames from 4 frames
- - Bubble shield ammo cooldown increased to 13 seconds from 5 seconds
- - Charge knockback multiplier reduced
- ~ Hitbox size adjusted so it is less likely for Steven to hit enemies behind him
- ~ Attack no longer classified as a "projectile" hit, meaning it can no longer proc projectile effects like the "That's Flammable, Doc!" perk
- - On-whiff branch window delayed 8 frames
- - On-whiff branch window delayed 8 frames
- - Hitbox start-up delayed 1 frame
- - Repeat-move lockout increased to 16 frames from 8 frames
- ~ Spawned shield no longer counts as "solid ground" for beginning up special cooldown
- - Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield
- * Fixed an issue where the animation would not cancel if Steven became airborne during the attack
- - Hitbox size reduced once Steven has landed on the ground
- * Fixed an issue where Stripe"s hurtboxes would be misaligned during dodge animations
- ~ Now begins a 5-second explosion timer once equipped
- * Fixed an issue where the dynamite would not visually appear in Stripe's hands if the equip animation was interrupted
- Perk effect: "Superman's leap attack is stronger and ignites enemies. The landing from the attack leaves a firewall on the ground."
- - Hitstun reduced
- - No longer infuses projectiles with ice above 6 stacks
- * Fixed an issue where Superman would drop a fighter if the button was released too early
- * Fixed an issue where grabbed fighters could get stuck to Superman if he grabbed a wall
- - On-whiff branch window delayed 4 frames
- * Fixed an issue where Superman would float away while attacking certain conditions
- * Fixed an issue where bonus damage was not being applied to frozen enemies
- + First hit more reliably combos into second hit
- * Fixed an issue preventing Taz from doing actions other than side attack after jab 1
- + Damage from charge increased
- + Uncharged knockback increased to 1450 from 1200
- + Uncharged knockback scaling increased to 20 from 12.5
- - Hitstun reduced slightly
- ~ Knockback made more vertical
- - On-hit branch window delayed 7 frames
- ~ First hit prevents terrain bounce on knockback; final hit unchanged
- - Charge damage multiplier reduced; maximum damage after both hits reduced to 19 from 29
- + Hitbox size increased 20%
- + Second hit damage increased to 8 from 4
- + Second hit knockback increased to 1250 from 440
- + Second hit knockback scaling increased to 22 from 17
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- * Fixed an issue where Taz could get stuck in an eat loop indefinitely until he was hit
- + Jump 1 speed increased
- + Jump 2 speed and height increased
- * Fixed a visual arrow indicator meant to show Jerry's location when Jerry is off-screen
- * Fixed an issue where Jerry cooldown would not start if Jerry died while attached to a rocket
- - Ground side dodge distance reduced 10%
- ~ Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him
- - On-whiff branch window delayed 4 frames
- ~ Diamond card now properly comes to a stop after colliding with terrain
- - Now applies repeat-move lockout for 8 frames
- - On-whiff branch window delayed 4 frames
- - On-hit branch window delayed 10 frames
- * Fixed an issue where riding the balloon would immediately ringout the rider
- - Repeat-move lockout increased to 15 frames from 8 frames
- - Knockback scaling reduced to 21 from 27
- * Fixed an issue where Velma could get stuck to any fighter that grabbed Velma under certain conditions
- * Fixed an issue where evidence would stop randomly spawning on the map after Velma was rung out.
- + On-whiff branch window advanced 4 frames
- + On-whiff branch window advanced 4 frames
- + Velma can now hold forward to slide forward during attack start-up
- + Velma can now aim the megaphone
- ~ Branch windows now standardized for both air and ground versions
- ~ "Heyyy" projectile hurtbox size increased to match hitbox size. Should address issues with inconsistent projectile interactions.
- + All speech bubble types no longer collide with fall-through platforms
- + Minimum charge run speed increased
- - Knockback reduced to 2300 from 2500
- + Knockback scaling increased to 9 from 0
- * Fixed an issue where Velma could run off the screen if the ground was destroyed beneath her while running
- ~ Now ignores player collisions during movement
- + Now has a chance to spawn evidence
- * Fixed an issue where Velma could fall to her death if the ground was destroyed beneath her while summoning the Mystery Machine
- ~ Blocking a projectile will only charge Wonder Woman's passive if the projectile has an active hitbox. This will fix issues where Wonder Woman could gain a full passive charge from projectiles like Jerry or Bugs' Safe
- - On-hit branch window delayed 3 frames
- - Additional damage from passive charge reduced
- - Additional knockback from passive charge reduced
- - Self-applied armor now falls off after the hitbox ends; ally armor unchanged.
- - On-whiff branch window delayed 2 frames
- - Damage reduced to 9 from 11
- - Knockback scaling reduced to 19 from 20.5
- +Knockback increased to 1350 from 1250
- Base knockback was increased to account for the lower knockback from the reduced damage
- ~ Reduced duration visually in attack pose; branch windows and hitbox timing unchanged
- * Fixed an issue where lasso could sometimes be reflected; lasso is not reflectable
- - Self-applied armor now falls off after the initial dash; ally armor unchanged
- - Repeat-move lockout increased to 18 frames from 8 frames
- * Fixed an issue where the self-imposed slow while holding the shield could be cleansed
- - Hitbox start-up delayed 2 frames
- - Knockback angle made more diagonal; ground up special knockback unchanged
- - Hitbox start-up delayed 2 frames
- ~ Updated movement after launch to prevent Wonder Woman from falling too quickly
- - Cooldown increased to 33 seconds from 28 seconds
- * Fixed an issue where Wonder Woman could block ally projectiles