- * Fixed an issue where Iron Giant's hurtbox would become very misaligned if he was transformed into a chicken while in rage mode. This was a brutal one.
- - Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing
- + Start-up window reduced 3 frames
- + Knockback increased to 1550 from 1450
- + Iron Giant now moves forward while performing this attack to make it easier to connect
- ~ Knockback angle made more horizontal
- - On-hit cancel window delayed 5 frames
- + Start-up window before charge reduced 2 frames
- ~ Final hit Knockback will now always hit away from Iron Giant
- ~ Knockback angle made more downward to allow ground bounces
- * 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 less momentum during attack start-up
- + Projectiles now ignore platforms
- - No longer spawns a shockwave
- * Fixed an issue where Iron Giant could spawn two plasma orbs in quick succession
- + Start-up window reduced 3 frames
- + Knockback scaling increased to 17.5 from 16.5
- + Uncharged knockback increased to 1600 from 1500
- + Uncharged knockback scaling increased to 19 from 18.5
- ~ Knockback angle made more horizontal
- + Start-up window reduced 4 frames
- - On-whiff cancel window delayed 8 frames
- + Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%
- + Start-up window before charge reduced 2 frames
- + Knockback increased to 1450 from 1250
- - Repeat-move lockout increased to 15 frames from 8 frames
- - Knockback reduced to 1400 from 2000
- ~ Knockback angle made more downward to allow ground bounces
- + Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames
- + Now maintains more momentum during attack start-up
- - Repeat-move lockout increased to 23 frames from 8 frames
- - Damage reduced to 10 from 12
- - On-whiff cancel window delayed 10 frames
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- - Repeat-move lockout increased to 20 frames from 8 frames
- + Now maintains more momentum during attack start-up
- - Knockback reduced to 1150 from 1450
- + Forearm and hand hurtbox are now invulnerable during the attack
- + Now allows fast fall during attack start-up
- - Now maintains less momentum in the direction opposite Jake's facing during the attack
- + Start-up window reduced 2 frames
- * Fixed an issue where Jake would not always hop on-hit
- - Jake can no longer jump while there are enemies in his stomach
- - Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out
- - Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone
- * Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions
- ~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them
- * Fixed an issue where Jake would not bounce if the player held a down input
- * 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
- * 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
- + Now maintains more momentum during attack start-up
- + Basketball hitbox size increased to better match visuals
- + Hitbox size increased
- + Hitbox active duration increased 2 frames
- + Start-up window reduced 3 frames
- + Start-up window before charge reduced 3 frames
- + Uncharged damage increased to 6 from 5
- + Uncharged knockback increased to 1850 from 1750
- + Uncharged knockback scaling increased to 22 from 20
- - Charge maximum damage multiplier reduced to 2 from 2.5
- - Charge maximum knockback Multiplier reduced to 1.75 from 2.25
- ~ Hitpause reduced
- ~ Hitbox now better matches the visuals
- ~ Knockback angle made more downward to allow ground bounces
- + Sped up Startup by 6 frames
- + Start-up window reduced 6 frames
- + On-hit cancel window advanced 18 frames
- + Start-up window reduced 6 frames
- + Hitbox active duration increased 3 frames
- + On-hit cancel window advanced 5 frames
- + LeBron now moves forward while performing this attack to make it easier to connect
- + 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 when executed as part of a dodge attack
- + 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 when executed as part of a dodge 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 when executed as part of a dodge 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 when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- + Now allows fast fall during attack start-up
- + Damage increased to 8 from 6
- + Hitbox size increased to better match visuals
- + Now allows fast fall during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- + Sourspot hitbox removed
- + Start-up window reduced 3 frames
- + Damage increased to 8 from 6
- + Dash attack better connects all 3 hits reliably
- ~ Hitpause reduced
- + Damage increased to 4 from 3
- + On-hit cancel window advanced 1 frame
- ~ Hitpause reduced
- + Now can on-hit cancel into a faster version of Ground Up Attack
- – Hitbox sized reduced so the attack is less likely to hit behind Marvin
- – Start-up window increased 1 frame
- – On-whiff cancel window delayed 7 frames
- ~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
- ~ Fixed certain projectile clank interactions
- + Now maintains more momentum in the direction Marvin is facing during the attack
- – Now maintains less momentum in the direction opposite Marvin’s facing during the attack
- ~ Reversing a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
- + Now allows more air control during the attack
- + Hitbox size increased
- + Hitbox active duration increased 6 frames
- ~ No longer classified as a "projectile" hit
- ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
- ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
- ~ Charge window delayed 3 frames, attack timing updated to compensate
- This should help in situations where players were accidentally charging the attack for a few frames, causing the jab combo to whiff
- + Damage increased to 6 from 5
- + Knockback increased to 1350 from 750
- * Fixed an issue where this attack's on-hit cancel window was not being acknowledged
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Hitbox size now better matches visuals
- + Now maintains more horizontal momentum during attack start-up
- * Fixed an issue where the earth pillar aimer could not be controlled when used near breaks in terrain
- ~ Visuals updated
- + Now maintains more downward momentum during attack start-up
- + Cooldown reduced to 16 seconds from 24 seconds
- + Ally throw knockback scaling increased to 21 from 17
- + Start-up window before charge reduced 1 frame
- ~ Hitbox placement adjusted to better connect into Ground Side Attack 3
- ~ Knockback angle made more downward to better connect into Ground Side Attack 3
- * Fixed an issue preventing a branch into an Instant Aerial Dodge
- + Start-up window before charge reduced 1 frame
- ~ Knockback angle made more horizontal
- + Fart bomb spawn time advanced 12 frames
- - On-whiff cancel window delayed 12 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 more momentum during attack start-up
- - On-whiff cancel window delayed 6 frames
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more horizontal momentum during attack start-up
- + Now allows fast fall during attack start-up
- + Golf Meeseeks active hitbox duration increased 2 frames
- + Golf Meeseeks knockback scaling increased to 15 from 11
- * Fixed an issue where Rick could cancel spawning the second portal animation leading to unintended combo routes
- * Fixed an issue where Rick could teleport rung out fighters causing them to be stuck in eternal limbo
- * Fixed an issue where multiple fighters could be teleported at the same time unintentionally
- + Hitbox active duration increased 5 frames; now matches air version
- ~ Hitpause reduced
- - Uncharged hitbox size reduced
- ~ Second hit knockback angle made more downward to allow ground bounces
- ~ Hitpause reduced
- + Now allows fast fall during attack start-up
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum during attack start-up
- – Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
- ~ Knockback angle made more downward to allow ground bounces
- + Now maintains more downward momentum during attack start-up
- - Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
- - Hitbox active duration reduced 1 frame
- - Hitbox size reduced so the attack is less likely to hit behind Shaggy
- - Knockback influence multiplier increased to 1.25 from 1.0
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Will now slowly fall while charging in the air
- - Maximum rage duration reduced to 7 seconds from 12 seconds
- - Sandwich healing reduced to 2 damage from 5 damage
- - On-whiff cancel window delayed 4 frames
- + Now maintains more momentum when executed as part of a dodge attack
- - Now maintains less momentum during attack start-up
- + 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
- - Now maintains less momentum in the air in the direction opposite Stripe's facing during the attack; ground version unchanged
- + Hitbox active duration increased 2 frames
- + Damage increased to 6 from 2
- + Knockback increased to 1000 from 850
- + Knockback scaling increased to 16 from 12
- ~ Knockback angle made more downward to allow ground bounces
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- - Hitbox sizes reduced so the attack is less likely to hit behind Superman
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum during attack start-up
- - Maximum hold time reduced to XX seconds from infinite
- - On-whiff cancel window delayed 13 frames
- - Repeat-move lockout increased to 20 frames from 8 frames
- * Fixed an issue where the eye lasers could detonate on the incorrect surface
- * Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies
- ~ Fixed certain projectile clank interactions
- + Movement distance increased
- - Now maintains less horizontal momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more vertical momentum during attack start-up
- - Hitbox active duration reduced 1 frame so it's less likely for The Joker to hit behind himself
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- - Knockback reduced to 1450 from 1550
- - No longer allows fast fall during attack recovery
- + Now maintains more momentum when executed as part of a dodge attack
- - On-whiff cancel window delayed 8 frames
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- - Start-up window increased 5 frames
- - On-whiff cancel window delayed 5 frames
- + Now maintains more momentum when executed as part of a dodge attack
- - No longer allows fast fall during attack recovery
- * Fixed an issue where the Joker card and Spade cards could be thrown at the same time
- * Fixed Joker card not being classified as a normal projectile
- ~ Fixed certain projectile clank interactions
- ~ Fixed cork projectile clank interactions
- ~ Cork launch height raised to better match visuals
- - Can no longer on-hit cancel into dodge or ground side attack while the attack is active. This fixes an infinite combo.
- + On-hit cancel window advanced 10 frames
- ~ Knockback angle made more downward to allow ground bounces
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Knockback angle made more downward to allow ground bounces
- + On-hit cancel window advanced 10 frames
- + Hitbox active duration Increased 1 frame
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum during attack start-up
- + Now allows fast fall during attack start-up
- ~ Fixed tennis ball projectile clank interactions
- ~ Tennis balls are now immune to damage while homing towards an ally Jerry. They can still be blocked/reflected.
- ~ Fixed certain projectile clank interactions
- ~ Split dynamite can now be reflected a short duration after they are spawned
- + Now maintains more momentum when executed as part of a dodge attack
- - Now maintains less momentum in the direction opposite Velma's facing during the attack
- + Now maintains more momentum when executed as part of a dodge attack
- + Now allows fast fall during attack start-up
- + Now maintains more momentum during attack start-up
- - Speech bubbles no longer home to a target once reflected
- ~ Fixed certain projectile clank interactions for all speech bubble types
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Fixed certain projectile clank interactions
- + Now maintains more momentum when executed as part of a dodge 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