- Ground forward dodges that do not successfully dodge an attack now have an additional 10 frames of recovery before the fighter can perform another action; recovery lag on successful dodges is unchanged
- Ground forward dodge immunity hurtbox size has been increased to make successful dodges more likely.
- Upon a successful hit, victim fighters will now hold their active pose for a longer duration. This will address issues where fighters transitioned into their hit react animations causing attacks to appear to hit from much farther than intended.
- Multiple attacks have received hitbox sizing passes, with more coming in a future patch.
- Automatic techs that occur near terrain corners will no longer send fighters off the side of the map
- Fixed an issue where certain input settings would not properly charge certain attacks.
- No longer triggers if taunting immediately after using another taunt
- ~ Hitbox size adjusted to better match visuals
- ~ Hand Cannon Perk Hitbox adjusted to better match visuals
- ~ Hitbox size adjusted to better match visuals
- + Agent projectile hitbox size increased
- - Hitstun reduced
- + Movement increased
- + Ground movement speed increased to 2100 from 1775
- * Fixed an incorrect update listed in recent patch: On-Hit cancel window advanced 4 frames
- + Projectile shield activation advanced 2 frames
- - On-whiff cancel window delayed 7 frames
- - On-hit cancel window into dodge delayed 12 frames
- + Hitstun increased
- + On-hit cancel window advanced 13 frames
- - On-hit cancel window into Neutral Attack removed
- - On-hit cancel window into Jump removed
- - Cooldown refund from collecting Batarang reduced to 50% max cooldown from 65% max cooldown
- - Batarang cooldown increased by 2 seconds
- - Second hit knockback reduced to 1550 from 1650
- - Second hit on-hit weakened debuff removed
- - On-whiff cancel window delayed 7 frames
- + Grappling hook aim speed increased
- - Batbomb cooldown increased by 4 seconds
- + Uncharged knockback scaling increased to 18 from 16.5
- ~ Visuals updated to better match hitbox
- + Knockback increased to 2000 from 1850
- + Hitbox start-up window reduced 4 frames to better match visuals
- - Damage reduced to 9 from 10
- ~ Hitpause reduced
- ~ Projectiles that travel through a tunnel will reset their hit history, allowing them to hit fighters that have already dodged the attack
- + Ground movement speed increased to 2250 from 2025
- + First hit now more consistently combos into second hit
- ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
- ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
- + First hit now more consistently combos into second hit
- + Movement increased
- ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
- - Knockback reduced to 2450 from 2650
- + Now more consistently combos into Air Side Attack 2
- + On-hit cancel window advanced 10 frames
- ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
- ~ Attack properties have been updated to a single-hit knockback away from Finn from a multi-hit vacuum
- - Knockback influence multiplier increased to 1.2 from 1.0
- ~ No longer launches Finn forwards
- ~ Arrows fired in the air now ignore platform collision; arrows fired on the ground unchanged
- - Car explosion damage reduced to 15 from 24
- + Knockback angle made more downwards
- + Ground movement speed increased to 2200 from 1975
- ~ Hitbox Adjusted to better match visuals
- ~ Hitbox Adjusted to better match visuals
- ~ Hitbox Adjusted to better match visuals
- + Damage increased to 5 from 4
- + Knockback scaling increased to 22 from 20
- + Now breaks armor
- ~ Active hitbox duration increased 2 frames to better match visuals
- + Knockback increased to 1750 from 1650
- + Knockback scaling increased to 18 from 10
- ~ Knockback angle made more horizontal
- ~ Knockback angle made more downward to allow ground bounces
- ~ Hitbox Adjusted to better match visuals
- + Knockback increased to 1700 from 1550
- ~ Knockback angle made more horizontal to prevent ground bounces
- This is to prevent an instant tech after Air Side Attack 1
- ~ Hitbox Removed from Harley's Head
- ~ Cooldown ammo removed
- + Overall cooldown reduced to 8 seconds from 12 seconds
- ~ Batdoll projectile now ignores platform collision when colliding with platforms from below
- ~ Pressing the Attack or Special button will fire the boxing glove projectile up to 23 frames early
- ~ Hitbox more accurately matches visuals
- ~ Plasma orb projectile now ignores platform collision
- * Fixed an issue where Jake's hand was not properly becoming invulnerable above 50% charge
- + Damage increased to 7 from 6
- ~ Fixed an issue where buffering dodge out of some attacks would dodge the wrong direction
- + Projectile shield start-up window reduced 2 frames
- + Hitbox start-up window reduced 1 frame
- + Knockback increased to 1750 from 1300
- - Charge knockback multiplier decreased to 1.5 from 2.0
- - On-whiff cancel window advanced 6 frames
- + Knockback scaling increased from 16 to 20
- - On-hit cancel delayed by 1 frame
- - On-whiff cancel window advanced 8 frames
- ~ Fixed an issue where Bed was trapping people in hitstun and not connecting when hitting below a platform
- ~ VFX adjusted to better match visuals
- + Start-up window decreased 1 frame
- ~ Knockback angle made more upward
- + Knockback increased to 1800 from 1250
- + Knockback scaling increased to 14.5 from 14
- + Movement increased
- ~ Knockback angle made more downward to allow ground bounces
- + Start-up window decreased 3 frames
- + Hitbox start-up window reduced 1 frame
- + Hitbox size increased to better match visuals
- + Damage increase to 7 from 5
- + Now applies a stun debuff on-hit
- - Knockback scaling reduced to 15 from 19.5
- ~ Now consumes rage buff
- * Fixed an issue where Sleeping Bag was doing 0 damage to enemies hit by a thrown sleeping bag
- + On-whiff cancel window advanced 45 frames
- + Capture hitbox size increased
- * Fixed an issue where LeBron could get infinite dunks under certain conditions
- ~ Snake projectiles now ignore platform collisions
- ~ Snake projectiles now ignore platform collisions
- - Grenade explosion knockback scaling reduced to 20 from 29
- ~ Now splits enemy Morty grenades
- ~ Hitbox adjusted to better match visuals
- - On-hit weakened debuff removed
- + On-hit cancel window advanced 13 frames
- ~ Projectile spawn location moved lower
- ~ Reindog now moves forward during the attack
- * Fixed an issue where Reindog could not change facing during the first 4 frames
- + Tether pull activation advanced 4 frames
- ~ Tether no longer attaches to Watermelon Steven
- + On-hit cancel window advanced 11 frames
- ~ Knockback angle made more vertical
- * Fixed an issue where the crystal would fire while in Limbo state, like in Taz’s stomach
- * Fixed an issue where the crystal would stop firing once it returned to terrain after drifting away from terrain
- * Fixed an issue where the crystal would appear to fire when it was not hovering over terrain
- * Fixed an issue where the crystal would not fire when spawned near a platform ledge
- ~ Adjusted travel speed when thrown up or down
- ~ Fireball projectile now ignores platform collision when colliding with platforms from below
- + Ground movement speed increased to 2050 from 1775
- + On-whiff cancel window advanced 12 frames
- ~ Rocket projectile now ignores platform collisions
- + First hit now more consistently combos into second hit
- ~ First hit hitpause reduced
- + Now has a hitbox on Rick’s hand that combos into the fart bomb projectile
- + Fart bomb projectile now breaks armor
- ~ Attack momentum can now carry Rick off platforms
- + On-hit cancel window into portal advanced 2 frames
- ~ Now ignores player collisions during movement
- + All commands now have a hitbox on Rick’s hand
- ~ Golf Meeseeks can now reflect ally projectiles to redirect them
- * Fixed an issue where Golf Meeseks would not swing his club while reflecting a projectile
- + Rick can now use this attack on cooldown to utilize the hitbox on his hand and to give commands to idle Meeseeks
- ~ Projectiles that travel through a portal will reset their hit history, allowing them to hit fighters that have already dodged the attack
- - Ally morphize buff no longer increases damage dealt; increased knockback unchanged
- + Ally morphize buff now increases fighter weight 15 units
- - Hurtbox is now extended so Jack is less likely to teleport through incoming projectiles
- Sandwich item now ignores platform collision while thrown
- * Fixed an issue where Shaggy could not use Instant Aerial Dodge Rage specials
- - On-whiff cancel window delayed 2 frames
- - On-whiff cancel window delayed 7 frames
- ~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
- - On-hit weakened debuff removed
- ~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
- - On-whiff cancel window delayed 5 frames
- - Charge max damage multiplier reduced to 2.0 from 3.0
- * Fixed an issue where this attack would not destroy certain projectiles
- - Knockback scaling reduced to 16.5 from 18.5
- - Knockback reduced to 1750 from 1800
- - Knockback scaling reduced to 18.5 from 21
- - Cooldown increased to 20 seconds from 16 seconds
- - On-hit cancel window delayed 5 frames
- - On-whiff cancel window delayed 5 frames
- - Explosion hitbox size reduced
- - Explosion hitbox damage reduced to 7
- - Traveling hitbox duration reduced 20 frames
- - Traveling hitbox damage reduced to 3
- - Ammo cooldown increased to 15 seconds from 12.5 seconds
- + Superman is now immune to projectiles while teleporting to his attack location
- ~ Spit projectile now ignores platform collision
- + First hit now more consistently combos into second hit
- ~ Hitbox now better matches visuals
- ~ Hurtbox position updated so it is no longer drifted behind the tornado
- * Fixed an issue where Taz grab would not break armor
- + First hit now more consistently combos into follow-up hits
- + First hit now more consistently combos into second hit
- + Boot projectile lifetime increased to 1 second from 0.8 seconds
- + Boot projectile now applies Tasty debuff on hit
- ~ Boot projectile now ignores platform collision
- + On-hit cancel window advanced 4 frames
- ~ Hitpause reduced
- + Hitbox added to The Joker's hand while he throws a card
- + Now moves The Joker forward
- + The Joker can now use this attack on cooldown to swipe his hand without throwing a card
- + Forward movement increased
- + Forward movement increased
- ~ Knockback angle made more horizontal
- + Forward movement increased
- - On-whiff cancel window delayed 10 frames
- + Hitbox added to The Joker's hand when the teeth are thrown
- + Now moves The Joker forward
- + Teeth projectile spawn advanced 2 frames
- + Teeth projectile now better combos into subsequent hits
- + Start-up window before charge reduced 4 frames
- ~ Now moves The Joker backwards when rocket projectile is launched
- + Knockback increased to 2150 from 1800
- + Jack in the Box hitbox size increased
- + Cannon fire start-up window reduced 12 frames
- - Start-up window increased 2 frames
- - Knockback influence multiplier increased to 1.2 from 1.0
- ~ Knockback angle made more downwards
- - Uncharged knockback reduced to 1600 from 1750
- - On-hit and On-whiff cancel windows delayed until after The Joker releases the balloon
- - Card knockback scaling reduced to 19 from 21
- ~ Visuals have been updated to better feature the leading girl
- - Bubbles leader air speed buff reduced to 10% from 15%; ground speed buff unchanged
- - Damage reduced to 6 from 11
- - Damage reduced to 5 from 9
- + Knockback increased to 2600 from 1400
- - Knockback scaling reduced to 2 from 7
- ~ Knockback angle made more horizontal
- - Hitstun reduced
- - Knockback influence multiplier increased to 1.5 from 1.0
- + On-hit cancel window advanced 5 frames
- + Knockback increased to 2800 from 2600
- ~ Knockback angle made more horizontal
- - Knockback influence multiplier increased to 2.0 from 1.5
- - On-hit cancel window delayed 12 frames
- + Reflect hitbox duration increased 5 frames
- ~ Each girl now causes a different knockback angle on-hit
- + Girls no longer bounce backward on-hit
- - Dash hitbox armor break removed
- * Fixed an issue where platforms would prevent the girls from traveling the full distance
- - Travel distance reduced
- + Travel distance increased
- * Fixed an issue where using aerial down specials near the ground allowed for infinite aerial down special attacks
- - On-whiff cancel window delayed 8 frames
- - Repeat-move lockout increased to 20 frames from 8 frames
- ~ On-hit cancel window is now limited to specific actions: Ground Up Special, Ground Down Special, Ground Side Special, and Ground Down Attack
- ~ Rocket projectile now ignores platform collision when colliding with platforms from below
- ~ Book projectile now ignores platform collision
- - On-whiff cancel window delayed 4 frames
- - On-whiff cancel window delayed 10 frames
- - Hitbox size adjusted so it is less likely to hit above Wonder Woman
- - Removed ability to fast fall and land cancel to interrupt the attack early