- + Start-up window reduced 1 frame
- + Hitstun increased
- ~ Hitpause increased
- * Fixed an issue where fighters could become stuck to Agent Smith after this attack
- ~ Knockback angle made more downward to allow ground bounces
- ~ Now allows fast fall during attack start-up
- ~ Now allows fast fall during attack start-up
- + Now maintains more horizontal momentum during attack start-up
- ~ Fixed certain projectile clank interactions
- * Fixed an issue where certain props would disappear when rendered too far from the camera
- ~ Fixed certain projectile clank interactions causing the dagger to float in the air
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- + Now maintains more momentum during attack start-up
- + On-hit cancel window advanced 4 frames
- + On-hit cancel window advanced 1 frame
- + Now maintains more momentum during attack start-up
- ~ Knockback angle made more downward to allow ground bounces
- + Now maintains more momentum in the direction Banana Guard is facing during the attack
- - Now maintains less momentum in the direction opposite Banana Guard's facing during the attack
- + Now maintains more momentum during attack start-up
- - Now maintains less momentum in the direction opposite Banana Guard's facing during the attack
- ~ *NEW* Batman's dash attack is now a flurry of armor breaking punches
- ~ Knockback angle made more downward to allow ground bounces
- ~ Hitpause increased
- ~ Hitpause reduced
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- + Now allows fast-fall during attack start-up
- + Dodge attacks now more reliably give full movement momentum
- * On-whiff cancel window buffer delayed 6 frames later to make it less likely that Ground Side Attack 2 executes unintentionally
- ~ Visuals now better match hitbox
- + Movement increased 25%
- ~ Knockback angle made more downward to allow ground bounces
- + On-hit cancel window advanced 1 frame
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum during attack start-up
- - Now maintains less momentum in the direction opposite Beetlejuice's facing during the attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- + Now maintains more momentum during attack start-up
- - Now applies a 6 second cooldown for the lightning tendril projectile
- - Hitbox size reduced 10%
- ~ Hitpause reduced
- + Now maintains more horizontal momentum during attack start-up
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- + Start-up window before charge reduced 5 frames
- - Once chain lightning has hit an enemy, that enemy is immune to chain lightning for 6 seconds
- - Now costs 1 unit of dodge meter
- ~ Projectile shield is now destroyed when Black Adam is rung out
- - Hitbox size reduced so the attack is less likely to hit behind Bugs
- ~ Throwing a pie no longer destroys pies that have been reflected by enemies
- - Now maintains less momentum in the direction opposite Bugs Bunny's facing during the attack
- + Now maintains more momentum during attack start-up
- - Now maintains less momentum in the direction opposite Bugs Bunny's facing during the attack
- + Now maintains more momentum during attack start-up
- * Fixed an issue where Safe was not acting as a heavy projectile while in motion
- * Fixed an issue where fighters actions were not canceled upon entering the tunnel
- ~ Fixed certain projectile clank interactions
- * Fixed an issue where certain props would disappear when rendered too far from the camera
- + Now maintains more momentum during attack start-up
- + Now allows fast fall during attack start-up
- - Repeat-move lockout increased to 20 frames from 8 frames
- + Now maintains more momentum during attack start-up
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- + Now maintains more momentum during attack start-up
- + Now allows fast fall during attack start-up
- ~ Now ignores player collisions during movement; this should fix issues where Finn would get stuck next to enemies without hitting them
- * Fixed an issue where parrying this attack would not put Finn into parry stun
- - Hitstun reduced
- ~ Knockback angle made more downward to allow ground bounces
- ~ Hitbox size is now consistent regardless of coin value
- - Up special maximum knockback bonus from coins reduced to 125 from 225
- - Dash attack maximum knockback bonus from coins reduced to 100 from 200
- - Maximum damage multiplier from coins reduced to 1.25 from 1.5
- Perk effect: Performing ground up special after placing Garnet's electrical trap will detonate it immediately.
- + Hurtbox size reduced on Garnet's gauntlets
- * Fixed an issue where certain props would disappear when rendered too far from the camera
- ~ Knockback angle made more downward to allow ground bounces
- + Now applies armor on start-up after a charge threshold
- + Now has hitboxes on Garnet's gauntlets that hit fighters downwards
- + Uncharged shockwave projectile speed increased 15%; maximum charge speed unchanged
- + On-whiff cancel window advanced 4 frames
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- - Now maintains less momentum in the direction opposite Garnet's facing during the attack
- + Now maintains more momentum during attack start-up
- - On-whiff cancel window after landing delayed 10 frames
- ~ Rhythm buff can now be stacked a third time granting Garnet and her ally a projectile shield
- + Sing time required to charge a Rhythm buff stack reduced to 0.65 seconds from 0.75 seconds
- - Rhythm buff stack duration decreased to 5 seconds from 7 seconds
- - Hitbox size reduced so the attack is less likely to hit behind Garnet
- + Now maintains more momentum during attack start-up
- + Second hit damage increased to 8 from 7
- + First hit now more consistently combos into second hit
- * Fixed an issue where gauntlets could spawn a star too close to the top blast zone
- Start-up window before charge increased 3 frames
- + Now maintains more momentum during attack start-up
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- - Hitbox size reduced to better match visuals
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- * Fixed an issue where Confetti debuff stacks would increase when victims were hit by their own allies
- - On-whiff cancel window delayed 9 frames
- - Start-up window after charge increased 1 frame so the attack is less likely to hit behind Harley
- + Now more reliably combos into Ground Down Attack 2
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- + Now maintains more momentum when executed as part of a dodge attack
- - On-hit cancel window delayed 7 frames
- + Now maintains more momentum during attack start-up
- ~ Fixed certain projectile clank interactions
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Fixed certain projectile clank interactions
- ~ Fixed certain projectile clank interactions
- * Fixed an issue where the projectile would be destroyed if Harley was interrupted during the attack
- ~ Fixed certain projectile clank interactions