- New Fighter: Samurai Jack joins the Multiverse! Purchase the season 2 Battle Pass to immediately receive Samurai Jack as a playable fighter.
- Jason and Agent Smith are now available for purchase in the store for 6000 Fighter Currency or 1000 Gleamium
- The Joker's price has been lowered to 3000 Fighter Currency from 6000 Fighter Currency
- New Map: Water Tower has been added to the game! Water Tower comes with three variants: default, locked door, and 1v1 versions
[u][b]Ranked [/b][/u]
Ranked queue is now available (requires minimum Account Level 5)! Queue up for 2v2 or 1v1 ranked matches, earn Ranked Points to climb the ladder and earn seasonal cosmetics!
- Ranked matches are best-of-3 sets, and leaving a match early will incur a leaver RP penalty.
- Same-character teams are not allowed in ranked matches.
- Your rank is separate on each character you play, in each queue you play them. Try to rank up as many characters as you can!
[u][b]Rifts[/b][/u]
[b]The Path of the Samurai Rift is NOW AVAILABLE! We will be releasing a new Rift every two weeks during season 2[/b]
[i]Rift Updates[/i]
- Fixed an issue where certain attacks would freeze when hitting destructible enemies.
- Events now reward event currency/tokens which players can redeem for in-game items
- We've added new Event Shops to exchange earned currency/tokens for new themed skins and cosmetics
- Event missions now release on a weekly basis
- PvP games now also award Event experience
- Certain fighter variants are now tagged as "Boost" variants. Equip "Boost" variants during an Event to increase experience rate when playing in PvP
- "Boost" variants will increase experience rate for Fighter Mastery, Battle Pass, Career, and Event progression.
- "Boost" variants can be earned and used prior to the end of an Event
- "Boost" variants allow for accelerated progression, but are not required for Event completion.
- Fighters now maintain their ground momentum into a ground jump even if it exceeds their maximum air speed. This will allow for fighters to better "jump in" against defensive enemies.
- Fighters frozen by receiving maximum stacks of ice debuff now applies an incapacitate-resistance buff to frozen fighters
- Fighters affected by the "Stop Camping" debuff can no longer gain any dodge meter until the fighters engage in combat.
- Fighters clinging to a wall will begin to slide faster after spending 1.5 seconds on the wall, down from 2.5 seconds; time until "wall fatigue" debuff unchanged.
- Terrain bounce knockback has been standardized across the cast to prevent lighter characters from taking extra knockback from terrain bounces
- Maximum Weakened debuff stacks has been reduced to 3 from 5
- General Bugfixes
- Fixed an issue where a fighter undergoing extremely high knockback would not be knocked away.
- General Perks
- Air Walker
- Cancel window after platform spawn delayed 6 frames
- * Fixed an issue where Agent Smith's sticker emote taunt was playing the wrong animation
- * Fixed an issue where certain animations had misaligned hurtboxes
- + First hit now more consistently combos into gunshot hits
- + First hit hitbox active duration increased 6 frames
- + On-hit jump cancel window advanced 12 frames (reverted from patch 1.07)
- - Hitbox start-up time delayed 1 frame
- ~ Ground version can no longer slide off ledge
- + Now breaks armor
- - On-hit cancel window delayed by 3 frames
- - Repeat-move lockout increased to 18 frames from 8 frames
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- + Now breaks armor
- - Start-up window before charge increased 4 frames; ground version unchanged
- ~ Stun attack from face-stealing another Arya now applies incapacitate-resistance buff to incapacitated enemies
- - Hitstun reduced
- ~ Automatic cancel window into second hit advanced 8 frames
- + Uncharged knockback increased to 1650 from 1425
- * Fixed an issue where batarang would not apply weakened when thrown from Batman's smoke
- * Fixed an issue where bat bomb could attach to two enemies at the same time if an attack hit two enemies on the same frame
- - First hit knockback scaling reduced to 1 from 5
- This should help the attack link better into the second hit against enemies with high damage
- * Fixed an issue where the projectile would be destroyed after being reflected
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- + Full-charge third hit damage increased to 8 from 4
- - Max charge multiplier decreased to 1.5x from 2x, meaning the damage on this hit has increased to 12 from 8
- + Full-charge third hit knockback increased to 1850 from 1650
- + Full-charge third hit knockback scaling increased to 20.5 from 16.5
- + Full-charge third hit knockback made more vertical
- ~ Added speed particle effects for fighters with at least 1 stack of rhythm buff
- ~ Arrow charge jump height adjusted to better match normal jump height
- - Music notes spawned by this attack while attached to an ally no longer deal knockback
- - No longer has a hitbox on the piano while attached to an ally
- - Maximum ally attach time reduced to 8 seconds from 10 seconds
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- + First hits more reliably combo into final hit
- - Second hit knockback scaling reduced to 1 from 8
- This should help the attack link better into air side attack 2 against enemies with high damage
- ~ Bomb self-attach lockout increased to 1 second from 0.5 seconds
- * Fixed an issue where certain animations had misaligned hurtboxes
- - Increased hitstun taken
- ~ Slightly reduced knockback taken at low damage
- - Reduced hitpause influence modifier at low damage
- - Reduced weight to 140 from 150
- - Iron Giant no longer gives himself a Thorns buff while he has gray health. Ally Thorns unaffected.
- ~ Gray health gained from Rage Mode now scales based on bolts, down from 30
- - Burst cooldown increased to 37 seconds from 29 seconds
- - On-whiff cancel window delayed 4 frames
- - On-whiff cancel window delayed 4 frames
- - Less aerial momentum is maintained on-hit
- - First hit start-up window increased 3 frames; second hit and 3rd hit timing updated to compensate, final hit timing unchanged, animation timing unchanged
- - Knockback reduced to 2200 from 2850
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- - Air cancel window delayed 16 frames; ground version unchanged
- - Landing active hitbox duration reduced 2 frames
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- ~ Perk is currently disabled while we update Iron Giant's passive
- * Fixed an issue where certain animations had misaligned hurtboxes
- + Start-up window reduced 8 frames
- + First hit more reliably combos into second and third hits
- + Third hit damage increased to 7 from 5
- + Third hit knockback increased to 2150 from 1850
- + Third hit knockback scaling increased to 20 from 18
- ~ Third hit knockback angle made more horizontal
- + Knockback scaling increased to 8 from 0
- ~ Knockback angle made more vertical
- + Hitstun increased
- + More aerial momentum is maintained on attack start-up
- ~ Input requirements changed to neutral special after air neutral attack
- ~ Using this attack consumes one air special
- + Now launches Jake upwards and forwards
- ~ Now only hits one time
- + Knockback increased to 2100 from 1000
- + Knockback scaling increased to 18 from 10
- ~ Knockback angle made more horizontal
- + Hitbox size increased
- - Hitstun reduced slightly
- ~ Resurrected fighters are now immediately rung out when the effect ends, instead of being launched upwards
- + On-hit cancel window advanced 2 frames
- - Repeat-move lockout increased to 15 frames from 8 frames
- + Hitbox size increased
- + Hitbox size increased
- + Snake projectile collision adjusted so they are less likely to instantly collide with terrain on spawn
- ~ Knockback angle made slightly more vertical
- + Knockback increased to 1300 from 1000
- + Knockback Scaling increased to 6 from 5
- ~ Hitbox size adjusted
- - Hitbox start-up delayed 1 frame
- - Now has a max spawn range of 1900 units
- + On-hit cancel window advanced 22 frames; air version unchanged
- + Hitbox active duration increased 4 frames
- ~ Visuals now better match hitbox timing
- * Fixed an issue where Reindog could use this attack in the air
- * Fixed an issue where this attack would automatically cancel near edges of the blast box
- * Fixed an issue where this attack would prevent Reindog from refreshing air resources when landing
- * Fixed an issue where this attack would not properly branch into ground up special
- + Knockback increased to 1750 from 1500
- - Knockback scaling reduced to 6 from 12
- + Hitstun increased
- * Fixed an issue where the cooldown would visually begin before portals were destroyed
- * Fixed an issue where the shockwave would appear visually above the ground
- * Fixed an issue where the shockwave would appear visually above the ground
- * Fixed an issue where air neutral dodges were not consuming air evades
- * Fixed an issue where certain animations had misaligned hurtboxes
- + First hit more reliably combos into second hit
- + Second hit now comes out faster after first hit
- * Fixed an issue where certain animations had misaligned hurtboxes
- ~ Knockback angle made more diagonal towards Stripe
- - No longer allows dodge-canceling between shots
- * Fixed an issue where Stripe would occasionally teleport to the wrong target on-hit
- - Now applies a 6-second cooldown when the dynamite explodes
- - Now limited to 2 ammo with a 15-second ammo cooldown
- - Less aerial momentum is maintained on attack start-up
- - Less aerial momentum is maintained on-hit
- * Fixed an issue where certain animations had misaligned hurtboxes
- + First hit more reliably combos into second hit
- + Now applies additional stacks of Tasty debuff based on charge time
- + Uncharged damage increased to 7.5 from 4
- + Uncharged knockback increased to 2400 from 1450
- ~ Knockback made more horizontal
- + Hitstun increased
- + On-hit cancel window advanced 3 frames
- - Charge can no longer be held indefinitely; attack auto-triggers after holding input for 1.3 seconds
- - On-whiff cancel window delayed 4 frames
- + Now applies additional stacks of Tasty debuff based on charge time
- Now has projectile immunity on certain hurtboxes while attempting to eat
- ~ Restricted momentum on-hit to prevent the attack from dropping multiple hits
- + Final hit damage increased to 10 from 8
- + Knockback increased to 2150 from 1850
- + Knockback scaling increased to 25.5 from 24.5
- + Now applies stacks of Tasty debuff on-hit if used to reflect an enemy projectile
- ~ Allies can no longer enter the dogpile after it has hit an enemy. This will fix issues with allies getting stuck to Taz after the attack has concluded.
- * Fixed an issue where the anvil's item pickup label was displaying incorrectly
- * Fixed an issue where certain animations had misaligned hurtboxes
- - On-whiff cancel window delayed 6 frames
- * No longer prevents terrain bounce on knockback
- - On-hit cancel window delayed 3 frames
- - On-whiff cancel window delayed 1 frame
- - Repeat-move lockout increased to 20 frames from 15 frames
- - Sweetspot removed
- This sweetspot was misconfigured and near-impossible to hit. Tom & Jerry's air up attack was already strong without the sweetspot so the sweetspot has been removed
- + Now launches Tom higher on start-up
- * Fixed an issue where the Mystery Machine could grab two fighters if it hit them on the same frame
- + On-hit cancel window into ground side attack 2 advanced 2 frames
- + Cooldown removed
- - Repeat-move lockout increased to 8 frames from 0 frames
- - On-whiff cancel window delayed 8 frames
- - Lasso on-whiff cancel window delayed 8 frames
- - Lasso on-whiff cancel window delayed 16 frames
