Nickelodeon All-Star Brawl 2 Update 1.04 Punches Out for Patch 1.3

Nickelodeon All-Star Brawl 2 Update 1.04

GameMill Entertainment has released Nickelodeon All-Star Brawl 2 update 1.04 (PS5 version 1.000.005), and is for patch 1.3! This is a massive patch that includes general gameplay changes, as well as fighter balance adjustments.

Nickelodeon All-Star Brawl 2 Update 1.04 Patch Notes | Nickelodeon All-Star Brawl 2 Update 1.000.005 Patch Notes | Nickelodeon ASB2 Update 1.3 Patch Notes:

GENERAL GAMEPLAY
  • The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
  • Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
  • Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
  • Jump back now overrides horizontal run/dash momentum.
  • The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
  • Tech roll intangibility duration reduced from 28 frames to 20.
  • Perfect block is no longer bufferable.
  • The block VFX now changes color during the perfect block window.
  • Turnaround specials buffer increased to 15 frames.
  • Ultimate attacks end lag is not intangible anymore.
  • Decreased slime block per-frame cost from 0.8 to 0.4.
  • Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
  • Fixed bug that made it impossible to DI slime charge moves.
  • Time out now happens when counter is at 0 instead of 1.
  • Slime cancel freeze frames no longer affect characters who are in Land Hard state.
  • Fixes to ultimates SFX.
  • Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
  • Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
  • Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
  • Reversible toggle added to multiple hitboxes across the cast.
  • Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
  • Edge Actions can no longer be bufferable while holding the Edge.

CONTROLS

  • The D pad can now be set to movement on controllers.
  • C stick implementation for keyboard players.
  • Ability to separately modify if C stick does charge or light moves on ground or in air.

TRAINING MODE

  • Training mode DI visualizer and CPU DI Options.
  • Training mode Hitstun visualizer.
  • Training mode now saves settings when exiting to switch characters.

ONLINE

  • Ranked mode is now best of three matches.
  • Ranked rating can now go above 1000.
  • Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
  • Rematch button is now at the top of the menu options in lobby matches.
  • Added AFK detection to results screen.
  • Added ability to boot people from an online lobby.
  • Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.

OPTIONS

  • Crossplay options no longer reset whenever the game is closed.
  • Added option to disable Screen Shakes.

CAMPAIGN

  • Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
  • Blimps are now given to the player if they skip the power-up selection in a power-up stage.
  • Added campaign save slots.
  • Quitting in the middle of a campaign run no longer changes the controls profile.

AUDIO

  • Items SFX volume is now controlled by the SFX slider.
  • Harmonic Convergence stage volume fixes.
  • Ultimates Hits and SFX are now working properly.

 

SPONGEBOB

Following moves can now reverse hit:

  • Light Air Down
  • Light Air Forward

 

Charge Air Down Late

  • KnockbackGain decreased: (22,5 → 17)

 

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)

 

Charge Air Forward

  • BaseKnockback decreased: (12 → 11,5)
  • KnockbackGain increased: (17 → 18,8)

 

Charge Air Up

  • BaseKnockback decreased: (13,5 → 11)
  • KnockbackGain increased: (12 → 16,5)
  • Angle changed: (69° → 70°)

 

Charge Down

  • BaseKnockback increased: (9 → 10)
  • KnockbackGain increased: (20 → 22,6)
  • BlockDamage decreased: (12 → 11)
  • Angle changed: (38,5° → 40°)

 

Charge Forward

  • BaseKnockback decreased: (12,5 → 11)
  • KnockbackGain increased: (23,5 → 23,8)
  • CanReflectProjectiles toggle enabled
  • BlockDamage decreased: (18 → 14)

 

Charge Up – Clean

  • KnockbackGain increased: (20 → 20,5)

 

Grab Throw Up

  • Implementation changes to increase consistency (should not make opponents land on platforms anymore)

 

Light Air Down – Air

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (290° → -70°)

 

Light Air Down – Lingering Inner

  • Damage increased: (4 → 5)
  • BlockDamage increased: (4 → 5)

 

Light Air Down – Lingering Outer

  • Damage increased: (4 → 5)
  • BlockDamage increased: (4 → 5)

 

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (290° → -70°)

 

Light Air Forward
•Hitboxes tweaked so spike is not present in all of the move’s range.

Attack data changes:

 

Light Air Forward – Sourspot

  • HitlagBaseOnHit increased: (6 → 10)
  • HitlagBaseOnBlock increased: (6 → 10)
  • Damage increased: (1 → 5)
  • BlockDamage increased: (1 → 5)

 

Light Air Forward

  • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • BlockDamage decreased: (14 → 13)

 

Light Air Neutral

  • Startup increased by 1 frame and aerial endlag increased by 2 frames.

 

Light Dash

  • BaseKnockback decreased: (14,5 → 12)
  • KnockbackGain increased: (10 → 15)

 

Light Finisher

  • BaseKnockback decreased: (14 → 10)
  • KnockbackGain increased: (8 → 12)

 

Light Forward

  • BlockPush decreased: (1,25 → 0,8)

 

Light Up – Late

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (12 → 13)
  • Angle changed: (107° → 95°)

 

Light Up

  • KnockbackGain increased: (13,5 → 15,5)

 

Special Down Slime

  • BlockDamage increased: (6 → 7)

 

Special Down

  • BlockDamage increased: (4 → 5)
PATRICK

Following moves can now reverse hit:

  • Charge Up
  • Charge Air Up
  • Charge Air Forward
  • Light Air Back
  • Light Forward

 

Charge Air Down

  • Charge Air Down fall speed increased.
  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (300° → -60°)

 

Charge Air Down – Landing

  • BlockDamage decreased: (12 → 11)

 

Charge Air Forward

  • BaseKnockback increased: (8.45 → 12.2)
  • KnockbackGain decreased: (21.5 → 17.6)
  • Angle changed: (30° → 35°)

 

Charge Air Up – Finisher

  • BaseKnockback increased: (11 → 15)
  • KnockbackGain increased: (17 → 17.5)
  • Damage decreased: (12 → 6)
  • BlockDamage decreased: (9 → 6)

 

Charge Air Up

  • BlockDamage decreased: (2 → 1)

 

Charge Down – Landing

  • BaseKnockback decreased: (17 → 12.5)
  • KnockbackGain increased: (18 → 24.6)
  • BlockDamage decreased: (15 → 13)

 

Charge Forward

  • Charge Forward hitbox increased, mostly vertically.
  • Active frames extended from ending at 18 to 19.

 

Initial Hit

  • BaseKnockback decreased: (12 → 11.5)
  • KnockbackGain increased: (24 → 24.4)
  • Angle changed: (25° → 29°)

 

Late Hit

  • BaseKnockback decreased: (12 → 11.5)
  • KnockbackGain increased: (24 → 24.4)

 

Charge Up

  • BaseKnockback increased: (13.5 → 15)
  • KnockbackGain increased: (20 → 22.3)

 

Light Air Back

  • Startup reduced from 9 to 8.
  • Hitboxes are larger on both sides.
  • BlockPush increased: (0.6 → 1.3)
  • Angle changed: (110° → 70°)

 

Light Air Down – Weak

  • HitlagBaseOnHit increased: (3 → 6)
  • HitlagBaseOnBlock increased: (3 → 6)
  • Aerial toggle enabled

 

Light Air Down

  • HitlagBaseOnHit increased: (6 → 15)
  • HitlagBaseOnBlock increased: (6 → 15)
  • Aerial toggle enabled
  • BlockDamage decreased: (12 → 11)

 

Light Air Forward

  • Hitbox range slightly increased.

 

Light Air Neutral

  • Lingering hitboxes moved back and upward, overall reducing range.

 

Light Air Neutral – Sweetspot

  • HitlagBaseOnHit increased: (7 → 12)
  • HitlagBaseOnBlock increased: (7 → 12)

 

Light Air Neutral – Weak

  • Damage increased: (11 → 12)

 

Light Air Up

  • Landing recovery reduced from 14 to 13 frames.

 

Dash Attack

  • Initial speed was increased but it also slows down quicker. Slight distance increase.
  • BlockDamage increased on strong hit: (9 → 10)
  • BlockDamage increased on weak hit: (8 → 9)

 

Light Down

  • HitlagBaseOnHit increased: (3 → 6)
  • HitlagBaseOnBlock increased: (3 → 6)
  • BlockDamage increased: (8 → 11)

 

Light Forward

  • Movement very slightly increased.
  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (15 → 17)
  • BlockPush increased: (1.2 → 1.7)
  • HitlagBaseOnHit increased: (7 → 12)
  • HitlagBaseOnBlock increased: (7 → 12)
  • BlockDamage increased: (12 → 13)

 

Light Forward – Medium

  • BlockPush increased: (1.1 → 1.6)
  • HitlagBaseOnHit increased: (7 → 10)
  • HitlagBaseOnBlock increased: (7 → 10)
  • BlockDamage increased: (10 → 12)

 

Light Forward – Weak

  • BlockPush increased: (1 → 1.5)
  • BlockDamage increased: (9 → 11)

 

Light Up

  • KnockbackGain increased: (16 → 17)
  • HitlagBaseOnHit increased: (6 → 12)
  • HitlagBaseOnBlock increased: (6 → 12)

 

Special Down

  • Start up reduced from 5 to 4.
  • Counter duration reduced from ending on frame 36 to 31.
  • Total duration reduced from 64 to 54.
  • The lunge physics were changed on the grab, reaching a bit further on the ground.

 

Special Down Launch Slime

  • BlockDamage increased: (1 → 17)

 

Special Forward

  • HitlagBaseOnHit increased: (8 → 15)
  • HitlagBaseOnBlock increased: (8 → 15)
  • Damage increased: (15 → 24)
  • BlockDamage increased: (15 → 17)
  • Angle changed: (52° → 35°)

 

Special Forward Slime

  • Hitbox is now slightly larger.
  • Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
  • Now spins upon grabbing
  • BaseKnockback increased: (12 → 15)
  • Damage increased: (20 → 36)
  • BlockDamage increased: (20 → 23)

 

Special Neutral

  • Land cancel now works even if you don’t hit an enemy
  • First Actionable Frame On Hit decreased from frame 35 to frame 32.
  • Now reflects projectiles.
  • BaseKnockback decreased: (10 → 9)
  • KnockbackGain increased: (15.75 → 18)
  • HitlagBaseOnHit decreased: (17 → 14)
  • HitlagBaseOnBlock decreased: (17 → 14)
  • BlockDamage increased: (9 → 11)

 

Special Neutral Slime

  • BlockDamage decreased: (15 → 13)

 

Special Up

  • Startup reduced from frame 15 to 14.
  • Hitboxes slightly reduced
  • Hitbox is bigger for the first frames but smaller for the rest of the move.
  • Minimum time before landing without moving down increased from 25 to 27 frames.
  • Landing recovery from hitting the ground was reduced from 40 to 35 frames.
  • Velocity reduced after edge canceling.
  • Now maintains a tiny bit of velocity of the grab connects.
  • Lunges slightly forward when launching an opponent.
  • Damage increased: (12 → 15)
  • BlockDamage increased: (11 → 13)

 

Throw Up

  • BKB was reduced from 20 to 14.
  • KBG increased from 11 to 17.
  • Total frames reduced from 56 to 52.
  • Angle increased from 80° to 85°.

 

SQUIDWARD

Following moves can now reverse hit:

  • Charge Air Down
  • Light Air Back
  • Light Air Down
  • Light Air Forward
  • Light Air Up
  • Light Forward (Towards aerial opponents)
  • Light Up

 

Charge Air Down – Fall Slow

  • BlockDamage increased: (1 → 12)

 

Charge Air Forward – Close

  • BaseKnockback decreased: (12.5 → 10)
  • KnockbackGain increased: (12.5 → 17.6)
  • BlockDamage increased: (10 → 11)
  • Angle changed: (38° → 40°)

 

Charge Air Forward

  • Damage decreased: (12 → 10)

 

Charge Air Up

  • Weak hit comes out 4 frames sooner
  • Total active frames: -4

Initial Hit

  • BaseKnockback decreased: (13.8 → 12)
  • KnockbackGain increased: (9.6 → 14.4)

 

Late Hit

  • KnockbackGain decreased: (10 → 8)

 

Charge Air Up

  • BaseKnockback decreased: (11.4 → 11)

 

Charge Down – Finisher

  • BaseKnockback decreased: (12.5 → 10)
  • KnockbackGain increased: (16 → 20)
  • BlockDamage increased: (1 → 7)

 

Charge Forward – Strong

  • BaseKnockback decreased: (13 → 10)
  • KnockbackGain increased: (18.5 → 22.5)
  • BlockDamage increased: (12 → 13)
  • Angle changed: (32° → 35°)

 

Charge Forward – Weak

  • KnockbackGain increased: (12 → 16)
  • Angle changed: (37° → 40°)

 

Charge Up – Strong

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain decreased: (19.5 → 19.3)
  • BlockPush decreased: (1.4 → 1)

 

Light Air Back

  • Landing recovery increased from 9 frames to 11.
  • Block stun increased from 8 frames to 10.

 

Light Air Back – Feet

  • BlockDamage increased: (1 → 8)

 

Light Air Back Sweet Spot

  • BlockDamage decreased: (12 → 11)

 

Light Air Down

  • Increased endlag by 5 frames.

 

Feet Late Hitbox

  • Angle changed: (165° → 15°)

 

Feet Hitbox

  • Angle changed: (165° → 15°)

 

Hands Late Hitbox

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

 

Hands Hitbox

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

 

Light Air Forward – Finisher

  • KnockbackGain increased: (11.5 → 14.5)

 

Light Down – Slap

  • KnockbackIgnoreDownState toggle enabled

 

Light Forward (Towards aerial opponents)

  • BaseKnockback increased: (1 → 13)
  • KnockbackGain increased: (1 → 12)
  • Damage increased: (1 → 12)
  • BlockDamage increased: (1 → 11)
  • Angle changed: (0° → 80°)

 

Light Forward 2

  • BlockDamage increased: (10 → 11)

 

Light Forward Early

  • BlockDamage increased: (10 → 11)

 

Light Neutral 4

  • BaseKnockback decreased: (11.2 → 9.2)
  • KnockbackGain increased: (14 → 16)

 

MECHA PLANKTON

General

  • Moved sides environment collision borders from his hands to his elbows.
  • Run Speed increased by 15%

 

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Down
  • Charge Forward
  • Light Air Down Chum Stick
  • Light Air Back
  • Light Air Forward
  • Light Air Neutral
  • Light Finisher
  • Light Forward
  • Special Down Chumbucket

 

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (12 → 13)
  • Angle changed: (273° → -87°)

 

Charge Air Forward Weak Hit

  • BaseKnockback decreased: (19 → 10)
  • KnockbackGain increased: (5 → 10)

 

Charge Air Forward

  • It now takes longer before he can grab edges.
  • BaseKnockback decreased: (18.5 → 11)
  • KnockbackGain increased: (15.8 → 17.4)

 

Charge Air Up Finisher

  • BaseKnockback decreased: (15 → 14)
  • KnockbackGain increased: (10.5 → 16.3)

 

Charge Air Up Multi Hit

  • BlockDamage decreased: (3 → 1)

 

Charge Down

  • BaseKnockback decreased: (12.4 → 12)
  • KnockbackGain increased: (11 → 23.2)
  • BlockDamage decreased: (15 → 13)

 

Charge Forward Strong

  • BaseKnockback decreased: (18 → 9.5)
  • KnockbackGain increased: (13.5 → 22)
  • BlockDamage increased: (12 → 14)

 

Charge Forward Weak

  • KnockbackGain increased: (12.2 → 14)
  • BlockDamage increased: (6 → 10)
  • Angle changed: (31° → 32°)

 

Chumbucket

  • BlockDamage increased: (3 → 6)

 

Chumstick

  • KnockbackGain increased: (12 → 12)
  • Aerial toggle enabled
  • BlockDamage increased: (3 → 6)

 

Light Air Back Early

  • BlockDamage decreased: (15 → 12)

 

Light Air Forward

  • Damage increased: (9 → 10)
  • BlockDamage increased: (9 → 10)

 

Light Air Neutral Finisher

  • BlockDamage decreased: (8 → 7)
  • Angle changed: (38° → 42°)

 

Light Air Up Launch

  • BlockDamage decreased: (5 → 1)

 

Light Air Up Upper Left

  • Angle changed: (225° → -135°)

 

Light Air Up Upper Right

  • Angle changed: (315° → -45°)

 

Light Combo

  • KnockbackIgnoreDownState toggle disabled

 

Light Dash

  • BlockDamage decreased: (9 → 8)

 

Light Down

  • Reduced recovery on whiff for both hits
  • Cancel Window into itself reduced
  • Can cancel on hit

 

1st Hit

  • DirectionalInfluenceMultiplier increased: (0.85 → 2)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
  • KnockbackIgnoreDownState toggle disabled
  • Angle changed: (85° → 83°)
  • SlimeMultiplier increased: (0.14 → 0.2)

 

2nd Hit

  • DirectionalInfluenceMultiplier increased: (2.1 → 3)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
  • Angle changed: (80° → 81°)
  • SlimeMultiplier increased: (0.13 → 0.2)

 

Light Down Back Hit

  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)

 

Light Finisher

  • BaseKnockback decreased: (10.5 → 9.5)
  • KnockbackGain increased: (13.67 → 14.5)
  • KnockbackIgnoreDownState toggle disabled

 

Light Forward

  • BaseKnockback decreased: (17 → 10)
  • KnockbackGain increased: (9.2 → 19)
  • HitStunMinimum increased: (1 → 22)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 11)

 

Light Neutral 1 (Anti Air)

  • HitStunMinimum increased: (5 → 7)
  • DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
  • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
  • KnockbackIgnoreDownState toggle enabled

 

Light Neutral 2

  • KnockbackIgnoreDownState toggle enabled

 

Light Up

  • HitStunMinimum increased: (1 → 12)
  • BlockDamage increased: (9 → 10)
  • Angle changed: (85° → 87°)

 

Special Forward

  • Recovery reduced if done in the air

 

Special Neutral Slime

  • Startup increased from frame 16 to 17
  • BaseKnockback decreased: (18.5 → 12.5)
  • KnockbackGain increased: (9.5 → 15.5)
  • Damage decreased: (10 → 8)
  • Angle changed: (38° → 42°)

 

Special Up Start Slime

  • KnockbackGain decreased: (1 → 0.5)
  • DirectionalInfluenceMultiplier decreased: (0.5 → 0)
  • SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)

 

REN & STIMPY

General:

  • Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.

 

Charge Air Down Land Slide

  • Reversible

 

Charge Air Down Land

  • Reversible

 

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Reversible

 

Charge Air Forward

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (16 → 19)

 

Charge Air Up

  • KnockbackGain increased: (15 → 17,4)

 

Charge Down

  • KnockbackGain increased: (14 → 20,9)
  • Angle changed: (31° → 30°)

 

Charge Forward Ren

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (18 → 23,5)
  • Reversible
  • Angle changed: (137° → 40°)

 

Charge Forward

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (19,5 → 23,5)
  • Reversible
  • Angle changed: (43° → 45°)

 

Charge Up

  • BaseKnockback increased: (12 → 15)
  • KnockbackGain increased: (22 → 22,7)

 

Light Air Back

  • First actionable frame removed

 

Light Air Back – Early

  • HitStunMinimum decreased: (1 → 0)
  • Reversible
  • Angle changed: (150° → 30°)

 

Light Air Back – Late

  • HitStunMinimum decreased: (1 → 0)
  • Reversible
  • Angle changed: (142° → 38°)

 

Light Air Back – Mid

  • HitStunMinimum decreased: (1 → 0)
  • Reversible
  • Angle changed: (145° → 35°)

 

Light Air Down – Multi Hit

  • BlockDamage decreased: (2 → 1)

 

Light Air Forward – Clean

  • BaseKnockback decreased: (13 → 12,3)
  • KnockbackGain increased: (14 → 16)

 

Light Air Forward – Late

  • BaseKnockback increased: (6,6 → 7,2)

 

Light Air Up – Ren

  • Reversible
  • Angle changed: (-110° → 290°)

 

Light Air Up Hit

  • Reversible
  • BlockDamage decreased: (7 → 5)

 

Light Air Up

  • BlockDamage decreased: (3 → 2)

 

Light Down Sweet

  • BlockDamage decreased: (11 → 10)

 

Light Down

  • Reversible

 

Light Finisher

  • Reversible

 

Light Forward – Air Hit

  • Angle changed: (130° → 120°)

 

Light Forward

  • Total Duration decreased from 28 Frames to 32 Frames
  • BaseKnockback increased: (2,5 → 3,5)
  • KnockbackGain increased: (11 → 12)
  • Angle changed: (155° → 130°)

 

Light Up Ren

  • Reversible
  • Angle changed: (135° → 45°)

 

Light Up

  • Reversible

 

Special Down Attack

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain decreased: (12 → 10)
  • HitlagBaseOnHit decreased: (15 → 10)
  • HitlagBaseOnBlock decreased: (15 → 10)
  • AttackMultiplierType removed: CharacterMeterMultiplier
  • AttackMultiplierType added: CharacterMeterLerp
  • Reversible
  • Can not Redirect Projectiles
  • Damage decreased: (16 → 10)
  • BlockDamage decreased: (16 → 10)
  • Angle changed: (56° → 45°)

 

Special Up

  • Hitbox size reduced
AANG

Following moves can now reverse hit:

  • Charge Air Down
  • Charge AIr Forward
  • Charge Forward
  • Charge Up
  • Light Air Down
  • Light Down
  • Light Forward

 

Charge Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (285° → -75°)

 

Charge Air Forward SourSpot

  • KnockbackGain increased: (14,3 → 15)
  • BlockDamage decreased: (14 → 12)

 

Charge Air Forward SweetSpot

  • BaseKnockback decreased: (17,3 → 11,5)
  • KnockbackGain increased: (13,5 → 18,8)
  • BlockDamage decreased: (19 → 14)

 

Charge Air Up Finisher

  • BaseKnockback decreased: (16 → 12)
  • KnockbackGain increased: (12 → 17,3)
  • Angle changed: (65° → 68°)

 

Charge Down Rocks

  • BaseKnockback decreased: (17 → 16)
  • KnockbackGain increased: (16,5 → 23,5)
  • BlockDamage decreased: (16 → 13)
  • Angle changed: (75° → 61°)

 

Charge Forward SourSpot

  • BaseKnockback increased: (10 → 10,5)
  • KnockbackGain increased: (18,5 → 23,4)
  • BlockDamage decreased: (14 → 12)

 

Charge Forward SweetSpot

  • BaseKnockback decreased: (17,3 → 11,5)
  • KnockbackGain increased: (17 → 24,7)
  • BlockDamage decreased: (19 → 15)

 

Charge Up Finisher

  • BaseKnockback decreased: (18 → 12,3)
  • KnockbackGain increased: (16 → 19,5)

 

Light Air Back Wind Gale Weak

  • BaseKnockback decreased: (9 → 7)
  • KnockbackGain increased: (10 → 12)

 

Light Air Back Wind Gale

  • BaseKnockback decreased: (13,6 → 10)
  • KnockbackGain increased: (14 → 19)

 

Light Air Back

  • KnockbackGain increased: (12,5 → 18)

 

Light Air Forward

  • BaseKnockback decreased: (9,6 → 9)
  • KnockbackGain increased: (14 → 15,5)
  • BlockDamage decreased: (12 → 11)

 

Light Air Neutral Land

  • BaseKnockback decreased: (10 → 9)

 

Light Dash Late

  • BaseKnockback decreased: (15 → 10)
  • KnockbackGain increased: (11 → 16)

 

Light Dash

  • BaseKnockback decreased: (19,5 → 12)
  • KnockbackGain increased: (12 → 19,5)

 

Light Down Near

  • BlockDamage increased: (1 → 5)

 

Light Down Tip

  • BlockDamage increased: (1 → 5)

 

Light Finisher

  • BaseKnockback decreased: (14,5 → 9)
  • KnockbackGain increased: (9,5 → 15,5)

 

Light Forward

  • BaseKnockback decreased: (12,3 → 7)
  • KnockbackGain increased: (13 → 19)
  • HitlagBaseOnBlock increased: (6 → 10)

 

Light Up Wind Gale

  • BaseKnockback decreased: (17 → 15)
  • KnockbackGain increased: (8,5 → 14)

 

Light Up

  • BaseKnockback decreased: (17 → 15)
  • KnockbackGain increased: (8,5 → 16)

 

Special Down

  • Physics slightly changed to have slower acceleration on start but higher speed.
KORRA

General

  • Weight decreased: (1.09 → 1.05)

 

Charge Air Down – Late

  • Can now reverse hit.
  • Late hits can no longer redirect projectiles.

 

Charge Air Forward – Sweetspot

  • BaseKnockback increased: (12 → 14.5)
  • KnockbackGain increased: (19.8 → 21.1)

 

Charge Air Forward

  • BaseKnockback increased: (9.9 → 11.5)
  • KnockbackGain increased: (18 → 18.8)

 

Charge Air Up

  • Angle changed: (75° → 61°)

 

Charge Down – Hazard Reversed

  • BaseKnockback increased: (12.96 → 15)
  • KnockbackGain increased: (21.6 → 22)
  • Angle changed: (103° → 98°)

 

Charge Down – Hazard

  • BaseKnockback increased: (9.6 → 15)
  • KnockbackGain decreased: (25.2 → 22)
  • Angle changed: (77° → 82°)

 

Charge Down

  • BaseKnockback increased: (9.6 → 10)
  • KnockbackGain increased: (11 → 14)
  • Angle changed: (-62° → -75°)

 

Charge Forward

  • Hitbox slightly reduced. The tip now has a weaker hit.
  • BaseKnockback increased: (10.8 → 11.5)
  • KnockbackGain increased: (23.5 → 24.4)
  • BlockPush decreased: (2 → 1)
  • Priority changed: (Low → High)
  • BlockDamage increased: (11 → 12)

 

Charge Forward – Late

  • BlockPush decreased: (2 → 0.6)
  • Damage decreased: (14 → 12)

 

Charge Up – Late

  • KnockbackGain increased: (12 → 20)
  • CanRedirectProjectiles toggle disabled

 

Charge Up

  • BaseKnockback increased: (13 → 14)
  • KnockbackGain decreased: (22 → 21.3)

 

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

 

Light Air Forward

  • Hitbox size slightly reduced in all directions.
  • Forearms are now intangible on the first active frame.

 

Light Air Forward – Fire

  • KnockbackGain increased: (17.5 → 18)

 

Special Forward

  • Window to attack after the ground version increased from 21 to 23.
  • Window before being allowed to jump after the jump version increased from 28 to 30.
AZULA

Following moves can now reverse hit:

  • Charge Air Down Land
  • Charge Air Down
  • Charge Air Forward
  • Charge Down
  • Charge Forward
  • Charge Up
  • Light Air Down
  • Light Air Forward
  • Light Down
  • Light Forward

 

Charge Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (270° → -90°)

 

Charge Air Forward Fireball

  • BlockDamage decreased: (12 → 11)

 

Charge Air Forward

  • BaseKnockback decreased: (16 → 13)
  • KnockbackGain increased: (14,5 → 19)
  • BlockDamage decreased: (16 → 13)

 

Charge Air Up Sourspot

  • BlockDamage decreased: (12 → 11)

 

Charge Air Up Sweetspot

  • BaseKnockback decreased: (19 → 13)
  • KnockbackGain increased: (13 → 18,2)
  • BlockDamage decreased: (16 → 13)
  • Angle changed: (70° → 67°)

 

Charge Down Back Lock

  • BaseKnockback decreased: (13 → 4)
  • HitStunMinimum increased: (1 → 9)
  • Angle changed: (30° → 100°)

 

Charge Down Front Launcher

  • BaseKnockback decreased: (14,7 → 11)
  • KnockbackGain increased: (17 → 24,05)

 

Charge Down Front Lock

  • BaseKnockback decreased: (13 → 8)
  • HitStunMinimum increased: (1 → 9)

 

Charge Forward Sourspot

  • BaseKnockback decreased: (16 → 10,5)
  • KnockbackGain increased: (12,6 → 23,2)

 

Charge Forward Sweetspot

  • BaseKnockback decreased: (19,2 → 11,5)
  • KnockbackGain increased: (16 → 24,4)
  • BlockDamage decreased: (18 → 14)

 

Charge Up Autolink

  • BlockPush decreased: (1 → 0,1)

 

Charge Up Explosion

  • BaseKnockback decreased: (18 → 12,3)
  • KnockbackGain increased: (16 → 19,5)
  • BlockDamage decreased: (12 → 11)

 

Charge Up Pull Back Down

  • BlockPush decreased: (1 → 0,1)

 

Charge Up Pull Back

  • BlockPush decreased: (1 → 0,1)

 

Charge Up Pull Down

  • BlockPush decreased: (1 → 0,1)

 

Charge Up Pull Forward Down

  • BlockPush decreased: (1 → 0,1)

 

Charge Up Pull Forward

  • BlockPush decreased: (1 → 0,1)

 

Charge Up Scoop Back

  • BlockPush decreased: (1 → 0,1)

 

Charge Up Scoop Front

  • BlockPush decreased: (1 → 0,1)

 

Light Air Back Sourspot

  • BaseKnockback decreased: (12 → 7)
  • KnockbackGain increased: (12,5 → 17,5)

 

Light Air Back Sweetspot

  • BaseKnockback decreased: (14,5 → 11)
  • KnockbackGain increased: (16 → 19,45)

 

Light Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage decreased: (12 → 11)

 

Light Air Neutral Early

  • BaseKnockback decreased: (9 → 7)
  • KnockbackGain increased: (13,5 → 15,5)

 

Light Air Neutral Late

  • BaseKnockback decreased: (7 → 6)
  • KnockbackGain increased: (7,5 → 8,5)

 

Light Dash 2

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (11 → 18)

 

Light Dash Early

  • KnockbackGain increased: (10 → 11)

 

Light Finisher

  • BaseKnockback decreased: (14,4 → 11)
  • KnockbackGain increased: (10,6 → 14)

 

Light Forward Sourspot

  • BaseKnockback decreased: (15,3 → 8)
  • KnockbackGain increased: (11 → 18,3)

 

Light Forward Sweetspot

  • BaseKnockback decreased: (16,8 → 12)
  • KnockbackGain increased: (15,5 → 20,3)

 

Special Down

  • BaseKnockback decreased: (21,4 → 14)
  • KnockbackGain increased: (11,8 → 18)

 

Special Forward Air Land

  • BaseKnockback decreased: (15,5 → 10)
  • KnockbackGain increased: (8 → 13,5)

 

Special Forward Air Strong

  • BaseKnockback decreased: (18 → 11)
  • Priority changed: (Low → High)
  • Damage decreased: (17 → 13)
  • BlockDamage decreased: (17 → 13)

 

Special Forward Air Weak

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (11 → 15)

 

Special Forward Strong

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (14 → 17)
  • Priority changed: (Low → High)
  • Damage decreased: (17 → 13)
  • BlockDamage decreased: (17 → 13)

 

Special Forward Weak

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (11 → 15)
APRIL

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Up
  • Charge Up
  • Special Up

 

Charge Air Forward

  • BaseKnockback decreased: (15 → 12,25)
  • KnockbackGain increased: (17 → 17,75)

 

Charge Air Up – Weaker

  • BaseKnockback increased: (9,5 → 12)
  • KnockbackGain decreased: (16 → 15)
  • Angle changed: (65° → 75°)

 

Charge Air Up

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain decreased: (16 → 15,8)

 

Charge Down 3

  • BaseKnockback decreased: (16,5 → 10)
  • KnockbackGain increased: (10 → 21)

 

Charge Forward – Weak

  • BaseKnockback decreased: (12,5 → 10,5)
  • KnockbackGain increased: (18 → 22,5)

 

Charge Forward Sweet Spot

  • BaseKnockback decreased: (15,5 → 10,5)
  • KnockbackGain increased: (23 → 24)
  • Angle changed: (36° → 35°)

 

Charge Forward

  • BaseKnockback decreased: (12,5 → 11)
  • KnockbackGain increased: (20 → 24)

 

Charge Up – Setup

  • BaseKnockback decreased: (21 → 19)

 

Charge Up

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain increased: (17 → 20,5)
  • BlockDamage increased: (1 → 13)

 

Light Air Back 2 – Body

  • BaseKnockback decreased: (11,5 → 10,5)
  • KnockbackGain increased: (13 → 14)

 

Light Air Back 2 – Foot

  • BaseKnockback decreased: (12,5 → 12)
  • KnockbackGain increased: (13 → 16)

 

Light Air Down Final – Body

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

 

Light Air Down Final – Foot

  • BaseKnockback decreased: (10 → 9)
  • KnockbackGain increased: (7 → 9)
  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

 

Light Air Down Final – Grounded

  • BaseKnockback decreased: (15,1 → 13)
  • KnockbackGain increased: (16 → 18)
  • Damage decreased: (15 → 12)

 

Light Air Forward – Body

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (12 → 15,5)

 

Light Air Forward – Pen

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (12 → 16,5)

 

Light Air Neutral – Initial

  • BlockStun increased: (8 → 9)

 

Light Air Neutral – Late

  • BlockStun increased: (7 → 8)

 

Light Air Neutral – Lingering

  • BlockStun increased: (7 → 8)

 

Light Air Up – Finisher

  • BaseKnockback decreased: (12,5 → 10,5)
  • KnockbackGain increased: (11 → 14,2)

 

Light Finisher

  • BaseKnockback decreased: (12,5 → 10,5)
  • KnockbackGain increased: (15 → 17,4)

 

Light Forward – Foot

  • KnockbackGain increased: (14,5 → 15,2)

 

Light Up – Foot

  • KnockbackGain increased: (14 → 15,5)

 

Light Down

  • Can be cancelled into the second hit between 12 and 25 frames
  • +5 recovery frames on light down

 

Special Up Slime

  • BaseKnockback increased: (3,5 → 5)
  • Damage increased: (2 → 5)
  • BlockDamage increased: (1 → 3)
  • Angle changed: (110° → 65°)
  • SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
  • The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.

 

Special Neutral

  • On Hit Cancel added on frame 30.
  • Now longer prevents April from air drifting.
  • Hitting an opponent with less than one bar of ratings now generates a bar of ratings.

 

Special Down

  • Special Down Bhop tech removed
DONATELLO

General

  • Weight Increased: (0.9 → 0.95)
  • Fixed Special Up not having hit SFX.

 

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Forward
  • Charge Down
  • Light Air Forward
  • Light Down

 

Charge Air Forward

  • BaseKnockback increased: (11 → 13)
  • KnockbackGain increased: (17 → 18)

 

Charge Air Up

  • BaseKnockback decreased: (13.5 → 13)
  • KnockbackGain increased: (14.75 → 16.5)
  • BlockDamage increased: (5 → 12)

 

Charge Down – Reverse

  • BaseKnockback decreased: (12 → 10)
  • Damage decreased: (17 → 13)
  • BlockDamage decreased: (15 → 12)
  • Angle changed: (110° → 70°)

 

Charge Down

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain increased: (16.2 → 22)
  • BlockDamage decreased: (15 → 12)

 

Charge Forward – Reverse

  • BaseKnockback decreased: (13.75 → 11.5)
  • KnockbackGain increased: (24 → 25.8)

 

Charge Forward 2

  • BaseKnockback decreased: (13.75 → 11)
  • KnockbackGain increased: (22 → 23.8)

 

Charge Up – Clean Hit

  • BaseKnockback increased: (13 → 14)
  • KnockbackGain increased: (19.5 → 21.3)

 

Charge Up – Late

  • BlockDamage increased: (9 → 10)

 

Charge Up

  • BlockDamage increased: (8 → 12)

 

Light Air Back – Tip

  • BaseKnockback decreased: (13.75 → 10.7)
  • KnockbackGain increased: (16.5 → 20.3)
  • BlockPush decreased: (1.6 → 0.7)
  • BlockStun increased: (7 → 10)

 

Light Air Back – Weak

  • BaseKnockback decreased: (8.75 → 7.75)
  • KnockbackGain increased: (12 → 13.3)
  • BlockPush decreased: (0.6 → 0.5)
  • BlockStun increased: (7 → 9)

 

Light Air Back

  • BaseKnockback decreased: (10 → 8.7)
  • KnockbackGain increased: (13.5 → 15.7)
  • BlockPush decreased: (0.8 → 0.6)
  • BlockStun increased: (7 → 9)

 

Light Air Down – Tip

  • BaseKnockback decreased: (9 → 7.5)
  • KnockbackGain increased: (10 → 11.5)

 

Light Air Down

  • BaseKnockback decreased: (9 → 8.2)
  • KnockbackGain increased: (13 → 14)

 

Light Air Forward

  • BaseKnockback decreased: (11 → 8.7)
  • KnockbackGain increased: (17 → 19.5)
  • BlockPush decreased: (0.8 → 0.6)
  • BlockStun increased: (10 → 11)
  • Damage increased: (11 → 12)

 

Light Air Up – Weak

  • BaseKnockback decreased: (9.6 → 8.6)
  • KnockbackGain increased: (9.6 → 11)

 

Light Air Up

  • BaseKnockback decreased: (14 → 9.7)
  • KnockbackGain increased: (13 → 17.5)

 

Light Down

  • Light down can only be canceled into Land down 2 from frame 12 to frame 25

 

Light Down – Slide

  • BaseKnockback decreased: (14.38 → 7.9)
  • KnockbackGain increased: (6.25 → 12.87)

 

Light Down 2

  • BaseKnockback decreased: (12.5 → 7.8)
  • KnockbackGain increased: (6.25 → 11)

 

Light Forward – Back Hit (Ground)

  • BaseKnockback decreased: (11.25 → 9.3)
  • KnockbackGain increased: (15 → 17)

 

Light Forward – Back Hit

  • BaseKnockback decreased: (10.5 → 7.8)
  • KnockbackGain increased: (11 → 13.7)

 

Light Forward – Forward Hit

  • BaseKnockback decreased: (11 → 8.7)
  • KnockbackGain increased: (18.75 → 21)

 

Light Forward – Upper Hit

  • BaseKnockback decreased: (11 → 8.4)
  • KnockbackGain increased: (17 → 19.7)

 

Light Neutral – Finisher

  • BaseKnockback decreased: (11.5 → 8.98)
  • KnockbackGain increased: (15.7 → 18.2)

 

Light Up

  • Added hitbox that allows the attack to hit shorter characters.
  • BaseKnockback decreased: (17 → 10.4)
  • KnockbackGain increased: (15.4 → 22)

 

Special Neutral Staff

  • Now reflects instead of redirecting projectiles

 

Special Forward Slime

  • The smoke bomb throw has faster startup and recovery.

 

Grab

  • Range increased from 1.2 to 1.25.

 

Grab Run

  • Total duration reduced from 42 to 39. Lunge speed slightly increased.
RAPHAEL

General

  • Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
  • Weight decreased: (1.05 → 0.95)

 

Following moves can now reverse hit:

  • Light Down
  • Charge Air Forward
  • Charge Up
  • Light Air Forward
  • Charge Forward
  • Charge Air Down

 

Light Neutral 1 and 2

  • Removed jump cancel window on first frames.

 

Special Neutral

  • Landing Lag increased from 5 to 10 frames.
  • Can’t be canceled with air dodge during the first frames anymore.

 

Charge Air Down Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage decreased: (18 → 14)
  • Angle changed: (270° → -90°)

 

Charge Air Down

  • BlockDamage decreased: (12 → 11)

 

Charge Air Forward – Sourspot

  • BaseKnockback increased: (7,5 → 10)
  • KnockbackGain increased: (18 → 18,5)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 11)

 

Charge Air Forward

  • BaseKnockback decreased: (13,5 → 13)
  • KnockbackGain increased: (18 → 19)
  • BlockDamage decreased: (17 → 13)

 

Charge Air Up

  • BlockDamage decreased: (17 → 13)

 

Charge Down Back

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (14 → 22,6)
  • BlockDamage decreased: (13 → 11)

 

Charge Down

  • BaseKnockback decreased: (14,8 → 11,5)
  • KnockbackGain increased: (15,4 → 23,3)
  • BlockDamage decreased: (15 → 12)

 

Charge Forward Release

  • BaseKnockback decreased: (17,5 → 11,5)
  • KnockbackGain increased: (18,3 → 24,7)

 

Charge Up

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (14 → 19,1)

 

Light Air Back – Sweetspot

  • BaseKnockback decreased: (12 → 11,2)
  • KnockbackGain increased: (19,5 → 20,7)

 

Light Air Down – Finisher

  • BaseKnockback decreased: (9,7 → 8,7)
  • KnockbackGain increased: (15 → 16)

 

Light Air Forward

  • BaseKnockback decreased: (13,5 → 7,9)
  • KnockbackGain increased: (10,6 → 16,2)

 

Light Air Neutral

  • BaseKnockback decreased: (12 → 8,2)
  • KnockbackGain increased: (12,6 → 16,3)

 

Light Air Up – Strong

  • BaseKnockback decreased: (12,6 → 8,3)
  • KnockbackGain increased: (10 → 14,2)

 

Light Air Up – Weak

  • BaseKnockback decreased: (10,6 → 6,4)
  • KnockbackGain increased: (10 → 13,6)

 

Light Dash – Strong

  • BaseKnockback decreased: (18,5 → 10,8)
  • KnockbackGain increased: (9 → 16,8)

 

Light Dash – Weak

  • BaseKnockback decreased: (12,5 → 8,2)
  • KnockbackGain increased: (9 → 13,2)

 

Light Down – Spin

  • BaseKnockback decreased: (15,1 → 8,6)
  • KnockbackGain increased: (7,2 → 13,93)

 

Light Down – Stab

  • BaseKnockback decreased: (12 → 7,8)
  • KnockbackGain increased: (7,8 → 12,2)

 

Light Finisher

  • BaseKnockback decreased: (10,5 → 9,3)
  • KnockbackGain increased: (14,6 → 15,83)

 

Light Forward 3

  • BaseKnockback decreased: (13,3 → 8,3)
  • KnockbackGain increased: (15,6 → 19,5)

 

Light Up

  • BaseKnockback decreased: (14,6 → 9,4)
  • KnockbackGain increased: (13 → 18,45)

 

Special Neutral Shuriken Slime

  • KnockbackGain decreased: (11,5 → 9)

 

JIMMY NEUTRON

General

  • Weight increased: (0.92 → 1)

 

Following moves can now reverse hit:

  • Light Down
  • Light Air Forward
  • Light Air Down
  • Charge Up
  • Charge Forward
  • Charge Air Up

 

Charge Air Down

  • BlockDamage increased: (1 → 8)

 

Charge Air Forward

  • BaseKnockback decreased: (16 → 8,5)
  • KnockbackGain decreased: (18 → 10)
  • Damage increased: (4 → 8)
  • BlockDamage increased: (1 → 8)

 

Charge Air Up – Late

  • BaseKnockback increased: (12 → 13)
  • KnockbackGain increased: (15 → 16,5)
  • BlockDamage increased: (1 → 10)
  • Angle changed: (70° → 75°)

 

Charge Air Up – Sourspot

  • BaseKnockback increased: (12 → 14)
  • KnockbackGain increased: (12 → 17)
  • BlockDamage increased: (1 → 11)
  • Angle changed: (70° → 75°)

 

Charge Air Up

  • BaseKnockback increased: (13 → 16)
  • KnockbackGain decreased: (18 → 17,5)
  • BlockDamage increased: (1 → 12)
  • Angle changed: (70° → 80°)

 

Charge Down 3

  • BaseKnockback decreased: (16 → 11)
  • KnockbackGain increased: (18 → 25,5)

 

Charge Forward

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (18 → 23,4)

 

Charge Up

  • BaseKnockback increased: (14,5 → 15)
  • KnockbackGain increased: (19 → 21,2)

 

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage increased: (1 → 8)
  • Angle changed: (277° → -83°)

 

Light Air Forward

  • HitStunMinimum increased: (1 → 13)
  • BlockDamage increased: (1 → 9)

 

Light Air Up

  • BaseKnockback decreased: (13,5 → 12,5)
  • KnockbackGain increased: (15 → 16,75)

 

Light Down

  • BaseKnockback decreased: (14 → 9)
  • KnockbackGain increased: (4,6 → 16)
  • HitStunMinimum increased: (1 → 13)
  • BlockDamage increased: (1 → 6)

 

Light Forward Sweetspot

  • HitStunMinimum increased: (1 → 15)
  • BlockPush increased: (1 → 1,5)

 

Light Forward

  • BaseKnockback increased: (5,5 → 6,5)
  • KnockbackGain increased: (8 → 16)
  • HitStunMinimum increased: (1 → 15)
  • BlockPush increased: (1 → 1,2)
  • BlockStun increased: (4 → 5)

 

Light Neutral

  • KnockbackGain increased: (12 → 13)

 

Light Up Final

  • BaseKnockback increased: (8,2 → 11)
  • KnockbackGain increased: (12,3 → 15,5)
  • BlockPush increased: (0,2 → 0,6)
  • HitlagBaseOnHit increased: (0 → 9)
  • HitlagBaseOnBlock increased: (0 → 9)
  • BlockDamage increased: (1 → 8)

 

Light Up Weak

  • HitlagBaseOnHit increased: (0 → 2)
  • HitlagBaseOnBlock increased: (0 → 2)

 

Special Forward 2

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

 

Special Forward 3

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

 

Special Forward 4

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

 

Special Forward 5

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

 

Special Forward 6

  • BaseKnockback decreased: (18 → 17)
  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

 

Special Forward

  • BlockPush decreased: (1 → 0)
  • BlockStun decreased: (6 → 0)

 

Special Neutral – Rocket

  • CannotRebound toggle enabled

 

Dash Grab

  • Dash grab total duration from 60 → 50
  • +2 Active frames

 

DANNY PHANTOM

General

  • Fix to Danny losing respawn invincibility after wavedashing
  • Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
  • Fixed Danny going through landing lag frames of his Special Up land while in hitlag
  • Fixed physics when exiting Special Up and going into Helpless Fall

 

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Forward
  • Light Air Down
  • Light Air Forward
  • Light Down
  • Special Up Land

 

Charge Air Down Turn

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)

 

Charge Air Forward

  • Fixed an issue that made the attack hit 3 times instead of 2.

 

Initial Hit

  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)

 

Second Hit

  • BaseKnockback decreased: (14 → 8.75)
  • KnockbackGain increased: (13 → 17)
  • HitlagBaseOnHit increased: (6 → 10)
  • HitlagBaseOnBlock increased: (6 → 10)
  • Angle changed: (31° → 50°)

 

Charge Air Up

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain increased: (13.5 → 17)
  • Angle changed: (45° → 60°)

 

Charge Down Release

  • BaseKnockback decreased: (14.4 → 11.5)
  • KnockbackGain increased: (16.3 → 22.8)

 

Charge Forward Sweet Spot

  • BaseKnockback increased: (9 → 10)
  • KnockbackGain increased: (19.5 → 21.7)
  • HitlagBaseOnHit increased: (6 → 12)
  • HitlagBaseOnBlock increased: (6 → 12)

 

Charge Forward

  • BaseKnockback increased: (8.25 → 10)
  • KnockbackGain increased: (17.5 → 20)
  • HitlagBaseOnHit decreased: (20 → 12)
  • HitlagBaseOnBlock decreased: (20 → 12)
  • BlockDamage increased: (10 → 11)
  • Angle changed: (40° → 35°)

 

Charge Up Sour

  • KnockbackGain decreased: (20.5 → 20)
  • BlockDamage increased: (8 → 10)

 

Charge Up Sweet

  • BaseKnockback increased: (11.88 → 14.2)
  • KnockbackGain increased: (20 → 22)

 

Light Air Back Sweet

  • KnockbackGain increased: (16 → 17.5)

 

Light Air Back

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain increased: (14 → 15.5)

 

Light Air Down – Ice Projectile

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (8 → 10)

 

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (8 → 10)

 

Light Air Forward 1

  • Hitbox size slightly reduced
  • Damage increased: (3 → 5)
  • BlockDamage increased: (3 → 5)

 

Light Air Neutral

  • BaseKnockback decreased: (6.25 → 5.5)
  • KnockbackGain increased: (9 → 12.5)

 

Light Air Up

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (13.3 → 16)

 

Light Down

  • BaseKnockback decreased: (12.5 → 10)
  • KnockbackGain increased: (11.25 → 13)
  • HitStunMinimum increased: (1 → 10)

 

Light Finisher

  • BaseKnockback decreased: (10.63 → 8.5)
  • KnockbackGain increased: (15.5 → 17)

 

Light Forward 2

  • BlockDamage increased: (6 → 8)

 

Light Forward

  • BaseKnockback decreased: (10 → 6.55)
  • KnockbackGain increased: (16 → 16.75)
  • HitStunMinimum increased: (1 → 6)
  • BlockDamage increased: (8 → 10)

 

Light Up – Late

  • KnockbackGain increased: (12 → 13.5)

 

Light Up – Weak

  • KnockbackGain increased: (10 → 12.5)

 

Light Up

  • BaseKnockback decreased: (14 → 11)
  • KnockbackGain increased: (13 → 16)

 

Special Down

  • Is now unblockable on both Normal and Slime versions.

 

Special_Up

  • BaseKnockback decreased: (15 → 9)
  • KnockbackGain decreased: (11.5 → 9)
  • BlockPush decreased: (2 → 0.6)
  • DirectionalInfluenceMultiplier decreased: (1.05 → 1)
  • Damage decreased: (15 → 7)
  • BlockDamage decreased: (13 → 7)

 

Special Up Land

  • BaseKnockback decreased: (12 → 9)
  • KnockbackGain decreased: (10 → 5)
  • HitStunMultiplier decreased: (1.5 → 1)
  • HitStunMinimum decreased: (2.5 → 1)
  • BlockPush decreased: (2 → 0.3)
  • BlockStun decreased: (9 → 7)
  • HitlagBaseOnHit decreased: (11 → 7)
  • HitlagBaseOnBlock decreased: (11 → 7)
  • DirectionalInfluenceMultiplier decreased: (1.3 → 1)
  • CannotRebound toggle disabled
  • Damage decreased: (13 → 6)
  • BlockDamage decreased: (13 → 6)
  • Angle changed: (50° → 70°)

 

Special Down

  • Can no longer be blocked

 

EMBER

General:

  • Weight increased: (0.95 → 1)
  • Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting
  • Fixes:

Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.

Fixed Light Combo putting opponents in double the amount of intended hitstun frames.

blocking opponents (less gain than connecting hits).

Fixed Slime Special Up not having the multihit hitboxes

Improved consistency on Light Neutral String

Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards

 

Following moves can now reverse hit:

  • Charge Air Up
  • Charge Air Down
  • Charge Forward
  • Light Air Down
  • Light Air Forward
  • Light Down

 

Charge Air Down

  • BlockDamage decreased: (15 → 13)

 

Charge Air Forward

  • BaseKnockback decreased: (16 → 14)
  • KnockbackGain increased: (4 → 17)
  • BlockPush decreased: (1,6 → -0,8)
  • BlockStun increased: (12 → 14)
  • Damage increased: (9 → 15)
  • BlockDamage increased: (9 → 13)
  • Angle changed: (135° → 130°)

 

Charge Air Up – Second Strum

  • BaseKnockback increased: (12 → 13)
  • KnockbackGain decreased: (18 → 16,5)

 

Charge Down – Sound Waves

  • BaseKnockback increased: (7 → 11,5)
  • KnockbackGain increased: (20 → 25)
  • BlockDamage decreased: (12 → 11)

 

Charge Down – Stomp

  • BaseKnockback increased: (10 → 12)
  • KnockbackGain increased: (20 → 27)
  • BlockDamage decreased: (12 → 11)

 

Charge Forward

  • BaseKnockback decreased: (18 → 12,5)
  • KnockbackGain increased: (19 → 26)
  • AnimatorBooleanCondition removed: CheerHitbox

 

Charge Up – Finisher

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (20 → 20,5)
  • BlockDamage decreased: (13 → 12)

 

Light Air Down – Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • BlockDamage decreased: (14 → 12)
  • Angle changed: (290° → -70°)

 

Light Air Forward – Spike

  • BlockDamage decreased: (16 → 13)

 

Light Air Forward

  • KnockbackGain increased: (20 → 21)

 

Light Air Up

  • KnockbackGain increased: (10 → 12)
  • On hit SFX change

 

Light Combo

  • BaseKnockback decreased: (3 → 2,5)
  • HitStunMultiplier decreased: (2 → 1)
  • HitStunMinimum increased: (15 → 16)
  • BlockStun decreased: (15 → 10)
  • HitlagBaseOnBlock decreased: (7 → 6)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • FixedKnockback increased: (0 → 5)
  • Damage decreased: (4 → 3)
  • BlockDamage decreased: (3 → 1)
  • Angle changed: (170° → 145°)

 

Light Dash

  • BaseKnockback decreased: (18,5 → 12)
  • KnockbackGain increased: (10 → 17)

 

Light Finisher

  • BaseKnockback decreased: (17 → 9)
  • KnockbackGain increased: (4 → 15)

 

Light Forward

  • BaseKnockback increased: (9 → 11)
  • KnockbackGain increased: (18 → 19)
  • BlockDamage decreased: (13 → 12)

 

Light Neutral

  • KnockbackGain decreased: (4 → 0,01)
  • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
  • Angle changed: (85° → 145°)
  • On Hit SFX changed

 

Light Up

  • Now cancelable on frame 46

 

Light Up – Finisher

  • BaseKnockback decreased: (20 → 13)
  • KnockbackGain increased: (11 → 18)

 

Special Down

  • SpecialAngle changed: (Sakurai_361 → None)
  • Angle changed: (45° → 90°)

 

Special Neutral – Cheer Boosted

  • BaseKnockback increased: (14 → 15)
  • KnockbackGain increased: (15 → 17)
  • HitlagBaseOnHit increased: (9 → 14)
  • SpecialAngle changed: (Sakurai_361 → None)
  • Projectile size increased

 

Special Up Cheer Booster

  • Increased vertical height and starts grabbing edge at frame 18.

 

LUCY LOUD

General:

  • Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
  • Crowd push radius reduced from 1 to 0.7.
  • Made follow ups more difficult during normal mode.
  • Added different landing lag values for light aerials depending on stance.

 

Light Air Back

  • Ghost (4 → 7)
  • Normal (4 → 8)
  • Vampire (4 → 9)

 

Light Air Down

  • Ghost (10)
  • Normal (10 → 12)
  • Vampire (10 → 13)

 

Light Air Forward

  • Ghost (9)
  • Normal (9 → 11)
  • Vampire (9 → 12)

 

Light Air Neutral

  • Ghost (7)
  • Normal (7 → 8)
  • Vampire (7 → 9)

 

Light Air Up

  • Ghost (6)
  • Normal (6 → 8)
  • Vampire (6 → 10)

 

Following moves can now reverse hit:

  • Charge Air Down (Normal, Ghost, Vampire)
  • Charge Air Forward (Normal, Ghost, Vampire)
  • Charge Air Up (Normal, Ghost, Vampire)
  • Charge Down (Normal, Ghost, Vampire)
  • Charge Up (Normal, Ghost, Vampire)
  • Light Air Down – Spike (Vampire)
  • Light Forward (Normal, Ghost, Vampire)

 

Charge Air Down Tipper – Normal

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (285° → -75°)

 

Charge Air Down Tipper – Vampire

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (285° → -75°)

 

Charge Air Forward

  • Now has less range in vampire mode.

 

Charge Air Forward Strong – Ghost

  • BlockDamage decreased: (12 → 11)

 

Charge Air Forward Strong – Normal

  • BaseKnockback decreased: (14 → 10)
  • KnockbackGain decreased: (20 → 18.5)
  • BlockDamage decreased: (15 → 12)

 

Charge Air Forward Vampire

  • Hitboxes reduced and new smaller VFX

 

Strong Hit

  • BaseKnockback decreased: (18.2 → 14.5)
  • KnockbackGain increased: (20 → 21.1)
  • BlockDamage decreased: (15 → 12)

 

Charge Air Up

  • Can stall only once per airtime.
  • Air Speed is now multiplied by x0.5
  • Total duration increased from 35 to 49
  • Landing lag increased from 15 to 17

 

Charge Air Up – Finisher – Ghost

  • BaseKnockback decreased: (18 → 12)
  • KnockbackGain increased: (8 → 14)
  • Angle changed: (55° → 60°)

 

Charge Air Up – Finisher – Normal

  • BaseKnockback increased: (10 → 17)
  • KnockbackGain decreased: (16.8 → 12)
  • Angle changed: (65° → 55°)

 

Charge Air Up – Finisher – Vampire

  • BaseKnockback increased: (12 → 14)
  • KnockbackGain decreased: (16.8 → 16)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (65° → 88°)

 

Charge Down – Ghost

  • BaseKnockback increased: (9.6 → 10.5)
  • KnockbackGain increased: (14 → 23)
  • BlockDamage decreased: (15 → 12)

 

Charge Down – Normal

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (17.4 → 23.4)
  • BlockDamage decreased: (17 → 13)

 

Charge Down – Vampire

  • BaseKnockback decreased: (14.4 → 11.5)
  • KnockbackGain increased: (18.4 → 24.1)
  • BlockDamage decreased: (18 → 14)

 

Charge Forward Vampire

  • BaseKnockback decreased: (14.4 → 11)
  • KnockbackGain increased: (18.8 → 25.6)
  • Damage increased: (10 → 16)
  • BlockDamage increased: (10 → 13)

 

Charge Up – Normal

  • BaseKnockback increased: (10.8 → 13)
  • KnockbackGain decreased: (21.4 → 20.4)
  • BlockDamage decreased: (17 → 13)
  • Angle changed: (80.2° → 80°)

 

Charge Up – Vampire

  • BaseKnockback increased: (13.5 → 15)
  • KnockbackGain increased: (21.4 → 22.3)
  • Angle changed: (80.2° → 80°)

 

Grab Throw Down – Normal

  • BaseKnockback increased: (12.6 → 21)
  • KnockbackGain decreased: (15 → 9)

 

Grab Throw Up – Normal

  • BaseKnockback increased: (21 → 23.5)
  • Angle changed: (105° → 90°)

 

Light Air Down

  • Removed Spike Hitbox on Normal version
  • Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.

 

Light Air Down – Normal

  • BaseKnockback increased: (12.5 → 18.7)
  • KnockbackGain decreased: (13 → 9)
  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (68° → 55°)

 

Light Air Down – Spike Tip – Vampire

  • BaseKnockback increased: (6 → 10)
  • KnockbackGain increased: (5 → 9.5)
  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage decreased: (8 → 3)
  • Angle changed: (300° → -60°)

 

Light Forward Air

  • Increased Startup: (7 → 8)
  • Increased total duration from: (31 → 37)

 

Light Air Forward – Ghost

  • KnockbackGain decreased: (14 → 13)
  • Damage decreased: (8 → 6)
  • BlockDamage decreased: (8 → 6)

 

Light Air Forward – Normal

  • BaseKnockback increased: (13 → 16.5)
  • KnockbackGain decreased: (15 → 11)
  • Damage decreased: (8 → 7)
  • BlockDamage decreased: (8 → 7)
  • Angle changed: (40° → 58.61°)

 

Light Air Up – Normal

  • BaseKnockback increased: (10 → 14.4)
  • KnockbackGain decreased: (15 → 13)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (70° → 75°)

 

Light Air Up – Vampire

  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (70° → 75°)

 

Light Neutral

  • Can no longer jump cancel during this state

 

Light Forward – Ghost

  • KnockbackGain decreased: (16 → 14.1)

 

Light Forward – Normal

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain decreased: (16 → 13.6)

 

Light Forward – Vampire

  • BaseKnockback decreased: (14.4 → 13.4)
  • KnockbackGain decreased: (16 → 13.2)

 

Special Neutral

  • Physics changed to match Ghost and Vampire versions.

 

Special Forward Normal – Finisher

  • Damage increased: (9 → 13)
  • BlockDamage increased: (9 → 13)

 

Special Forward Normal – Startup

  • Damage increased: (4 → 6)
  • BlockDamage increased: (1 → 6)

 

Special Up Vampire – Startup Slime

  • Angle changed: (290° → -70°)

 

GARFIELD

General

  • Initial impulse force was decreased from 10 to 6.5 when starting a Dash
  • Initial dash speed reduced from 10 to 6.5.
  • Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
  • Max Acceleration reduced from 32 to 28.
  • Ground Friction increased (1.2 → 1.5)
  • Run Speed Decreased from (1.1 → 0.9)
  • Air Acceleration from (1.55 → 1.3)
  • Air Friction (0.6 → 0.7)
  • Air Speed (1.2 → 1.17)
  • Weight increased: (0.9 → 0.95)

 

Sugar Rush

  • Initial dash during the sugar rush is now 1.1
  • Bonus speed increased from 20% to 35%

 

Grab Pummel

  • Food meter gain increased from 3% to 4%.

 

Following moves can now reverse hit:

  • Charge Air Forward
  • Charge Down

 

Charge Air Down

  • KnockbackGain decreased: (12 → 11)

 

Charge Air Forward

  • BaseKnockback decreased: (16.5 → 11.5)
  • KnockbackGain increased: (16 → 18.8)
  • Now fills up the food meter by 16% on hit.

 

Charge Air Up – Finisher

  • BaseKnockback increased: (13 → 14)
  • KnockbackGain increased: (15 → 15.6)

 

Charge Down – Tipper

  • BaseKnockback decreased: (16 → 10)
  • KnockbackGain increased: (18.7 → 23)
  • BlockDamage decreased: (13 → 11)
  • Angle changed: (46° → 45°)

 

Charge Down – Weak

  • Angle changed: (56° → 55°)

 

Charge Forward – Sweetspot

  • BaseKnockback decreased: (15.6 → 10)
  • KnockbackGain increased: (14.5 → 22.6)

 

Charge Up – Sweetspot

  • BaseKnockback decreased: (14.2 → 13)
  • KnockbackGain decreased: (22 → 20.5)
  • Angle changed: (110° → 100°)

 

Charge Up – Weak

  • Angle changed: (100° → 95°)

 

Light Air Back – Initial

  • BaseKnockback decreased: (11 → 9)
  • KnockbackGain increased: (15 → 17)
  • Landing Lag increased: (10 → 12)
  • Auto-cancel window before landing increased: (Frame 30 → Frame 32)

 

Light Air Back – Lingering

  • BaseKnockback decreased: (9 → 8)
  • KnockbackGain increased: (9 → 10)

 

Light Air Down

  • Landing Lag increased: (10 → 11)

 

Light Air Forward

  • BaseKnockback increased: (11 → 12)
  • KnockbackGain increased: (9 → 13)
  • Damage decreased: (11 → 7)
  • BlockDamage decreased: (10 → 7)
  • Angle changed: (55° → 50°)

 

Light Air Neutral – Initial

  • BaseKnockback decreased: (11 → 8)
  • KnockbackGain increased: (8 → 11)
  • Damage increased: (6 → 7)
  • BlockDamage increased: (6 → 7)

 

Light Neutral – Finisher

  • KnockbackGain decreased: (11 → 9.5)

 

Light Forward

  • Now has an additional hitbox allowing it to hit lower on the first active frame
  • The outermost hitbox was slightly expanded, giving the move a bit more range and height
  • Added very slight forward movement

 

Light Dash

  • Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents

 

Light Up – Late

  • BaseKnockback increased: (1 → 8)
  • KnockbackGain increased: (1 → 14)
  • BlockPush decreased: (1 → 0.6)
  • BlockStun increased: (1 → 8)
  • Hitlag Base Hit increased: (1 → 6)
  • HitlagBaseOnBlock increased: (1 → 6)
  • InstigatorAdvantageOnHit decreased: (1 → 0)
  • InstigatorAdvantageOnBlock decreased: (1 → 0)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (0° → 85°)

 

Special Neutral

  • HitStunMinimum decreased: (24 → 22)
  • Hitlag Base Hit decreased: (4 → 3)
  • HitlagBaseOnBlock decreased: (4 → 3)
  • Hitstop reduced from 4 to 3.
  • Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
  • Food meter gained on hit increased from 5% to 8%.

 

Special Down

  • Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.

 

GERALD

Crowd push radius reduced from 1 to 0.65.

Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State

 

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Air Forward
  • Charge Air Up
  • Charge Down
  • Charge Forward
  • Charge Up
  • Light Air Forward
  • Light Down

 

Charge Air Down Finisher

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (300° → -60°)

 

Charge Air Forward – Sweetspot

  • BaseKnockback decreased: (15 → 14.75)
  • KnockbackGain increased: (18 → 22.2)
  • BlockDamage decreased: (14 → 12)

 

Charge Air Forward

  • BaseKnockback decreased: (14.5 → 11.5)
  • KnockbackGain increased: (6.7 → 18.8)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 11)
  • Angle changed: (75° → 55°)
  • Start up reduced by 1 frame.
  • Active frames increased by 1 frame.
  • Hitboxes adjusted, slightly extending the range.

 

Charge Air Up – Setup Left

  • BaseKnockback increased: (7 → 13)
  • Angle changed: (40° → 30°)

 

Charge Air Up – Setup Right

  • BaseKnockback increased: (7 → 13)
  • Angle changed: (140° → 120°)

 

Charge Air Up – Setup Up

  • BaseKnockback increased: (7 → 13)

 

Charge Air Up Finisher

  • Final hit now has a larger hitbox to make it connect more consistently.
  • BaseKnockback decreased: (17.5 → 15)
  • KnockbackGain increased: (9 → 16.8)
  • Angle changed: (67° → 80°)

 

Charge Down Finisher

  • BaseKnockback decreased: (18 → 11.5)
  • KnockbackGain increased: (15 → 24.7)
  • BlockStun increased: (6 → 10)

 

Charge Down MultiHit

  • BlockStun increased: (6 → 10)
  • HitBoxSpecialBehaviour changed: (Attract → None)
  • Angle changed: (60° → 120°)

 

Charge Forward – Strong

  • BaseKnockback decreased: (16 → 11)
  • KnockbackGain increased: (18 → 23)
  • BlockDamage decreased: (23 → 17)

 

Charge Forward

  • BaseKnockback decreased: (14.9 → 10.5)
  • KnockbackGain increased: (18 → 22)
  • KnockbackIgnoreDownState toggle disabled
  • Angle changed: (38° → 35°)

 

Charge Up – Soundwaves

  • Angle changed: (79° → 80°)

 

Charge Up Start

  • BaseKnockback decreased: (17 → 12.3)
  • KnockbackGain increased: (15 → 20.5)
  • BlockDamage decreased: (12 → 11)

 

Grab Throw Up

  • KnockbackGain increased: (6 → 12)

 

Light Air Down

  • KnockbackGain increased: (7.7 → 16)
  • Damage increased: (7 → 8)
  • BlockDamage increased: (7 → 8)
  • Angle changed: (50° → 51°)

 

Light Air Forward 1

  • 1st hit now pops people up instead of using auto-link angle.
  • BKB decreased from 14.4 to 12.5.
  • HitStunMultiplier decreased: (0.27 → 0.01)
  • FixedKnockback decreased: (12.9 → 0)
  • Damage increased: (4 → 5)
  • BlockDamage increased: (4 → 5)
  • SpecialAngle changed: (Autolink_367 → Autolink_366)
  • Angle changed: (45° → 50°)

 

Light Air Forward 2

  • BlockStun decreased: (9 → 8)
  • Damage increased: (6 → 7)
  • BlockDamage increased: (6 → 7)
  • Angle changed: (55° → 48°)

 

Light Air Neutral Lingering

  • Damage increased: (7 → 8)
  • BlockDamage increased: (7 → 8)

 

Light Air Neutral Strong

  • KnockbackGain increased: (16.5 → 18)
  • Damage increased: (10 → 12)
  • BlockDamage increased: (10 → 12)

 

Light Air Up Finisher

  • BaseKnockback decreased: (15.5 → 11.5)
  • KnockbackGain increased: (9.8 → 15.8)

 

Light Dash Normal

  • KnockbackGain decreased: (1 → 0)
  • HitStunMinimum increased: (15 → 16)
  • FixedKnockback decreased: (12.5 → 7.5)
  • Damage decreased: (7 → 5)
  • BlockDamage decreased: (7 → 5)

 

Light Dash Touch Down

  • BaseKnockback decreased: (15 → 9)
  • KnockbackGain increased: (9 → 15)
  • KnockbackIgnoreDownState toggle disabled
  • Damage increased: (10 → 11)
  • BlockDamage increased: (10 → 11)

 

.Light Down

  • First Actionable Frame increased: (25 → 30).
  • Frame 25 is still actionable On Hit.

 

Light Forward

  • Total duration increased from 24 frames to 26.
  • BaseKnockback decreased: (16 → 10)
  • KnockbackGain increased: (5.4 → 18)
  • Damage increased: (7 → 9)
  • BlockDamage increased: (7 → 9)
  • Angle changed: (35° → 40°)

 

Light Up

  • Hitbox and hurtbox adjusted to anti-air more consistently
  • KnockbackGain increased: (8.9 → 12)

 

Special Forward Slime

  • Reduced velocity while airborne to match that of the grounded version
  • Lowered Gravity while airborne

 

Special Forward Down MultiHit

  • HitStunMinimum increased: (1 → 6)
  • SpecialAngle changed: (Autolink_366 → Autolink_367)

 

Special Forward Up

  • Decreased First Actionable Frame: (50 → 40)
  • Added Intangibility on left arm, legs and body from frame 6 to frame 27.

 

Special Up Finisher

  • Angle changed: (325° → -35°)

 

JENNY

General

  • Weight decreased: (1.05 → 1)

 

Following moves can now reverse hit:

  • Charge Air Down
  • Charge Down
  • Charge Forward
  • Charge Up
  • Light Down
  • Special Neutral

 

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (285° → -75°)

 

Charge Air Forward

  • BlockStun increased: (9 → 15)
  • Damage increased: (18 → 20)
  • BlockDamage decreased: (18 → 15)

 

Charge Air Up Finisher

  • BaseKnockback increased: (15.7 → 16)
  • KnockbackGain increased: (16.5 → 16.8)

 

Charge Down 1st

  • BlockDamage increased: (1 → 4)

 

Charge Down

  • BaseKnockback decreased: (14 → 12.5)
  • KnockbackGain increased: (17 → 27.9)
  • BlockDamage increased: (1 → 8)

 

Charge Forward 1

  • HitStunMinimum increased: (9 → 10)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • DirectionalInfluenceMultiplier decreased: (1 → 0)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
  • FixedKnockback increased: (0.5 → 7)
  • BlockDamage increased: (1 → 4)
  • Angle changed: (90° → 89°)
  • VictimDirection changed: (FaceAway → Unchanged)

 

Charge Forward 2

  • BaseKnockback decreased: (15 → 10.5)
  • KnockbackGain increased: (21 → 23.5)
  • BlockDamage increased: (1 → 7)

 

Charge Up  Back 2nd Part

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain increased: (17 → 20.1)
  • BlockDamage increased: (1 → 11)

 

Charge Up

  • BaseKnockback decreased: (15 → 14)
  • KnockbackGain increased: (19 → 21.6)
  • BlockDamage decreased: (12 → 11)

 

Grab Throw Back

  • KnockbackGain decreased: (17.5 → 14.8)

 

Light Air Back

  • Light Back Air Landing Lag increased from 11 to 13

 

Sweetspot

  • BlockStun increased: (6 → 8)

 

Sourspot

  • BaseKnockback increased: (11 → 12)
  • BlockStun decreased: (12 → 8)
  • Angle changed: (48.8° → 60°)

 

Light Air Down Center

  • BlockPush decreased: (0.5 → 0.35)

 

Light Air Down Land

  • Fixed an issue where landing lag was consumed during hitlag.
  • BlockPush decreased: (1 → 0.6)
  • BlockStun increased: (3 → 7)

 

Light Air Down Launcher

  • KnockbackGain increased: (12 → 14.5)
  • HitStunMinimum increased: (1 → 10)

 

Light Air Down Left

  • BlockPush decreased: (0.6 → 0.35)

 

Light Air Down Right

  • BlockPush decreased: (0.6 → 0.35)

 

Light Air Forward Launcher

  • BaseKnockback decreased: (12.6 → 12)
  • KnockbackGain increased: (12.4 → 14.2)

 

Light Air Neutral – Late

  • BaseKnockback decreased: (7.7 → 6.8)
  • KnockbackGain increased: (10 → 13)
  • HitStunMinimum increased: (1 → 10)

 

Light Air Neutral

  • BaseKnockback decreased: (10.6 → 9.6)
  • KnockbackGain increased: (15.6 → 17.6)

 

Light Air Up

  • BaseKnockback decreased: (11.8 → 11.4)
  • KnockbackGain increased: (12.5 → 14)

 

Light Down

  • BaseKnockback decreased: (10.2 → 9)
  • KnockbackGain increased: (10.5 → 16.75)
  • HitStunMinimum increased: (1 → 18)
  • BlockDamage increased: (2 → 3)

 

Light Finisher High

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (10.8 → 13.5)

 

Light Finisher Low

  • BaseKnockback decreased: (12.5 → 9.5)
  • KnockbackGain decreased: (4 → 2)
  • HitlagBaseOnHit increased: (8 → 13)
  • HitlagBaseOnBlock increased: (8 → 13)

 

Light Finisher

  • BaseKnockback decreased: (12.5 → 10.2)
  • KnockbackGain increased: (10.8 → 13.5)

 

Light Forward Back

  • BlockDamage increased: (1 → 6)

 

Light Forward Front

  • BaseKnockback decreased: (14 → 6.55)
  • KnockbackGain increased: (8.2 → 17.5)
  • HitStunMinimum increased: (1 → 20)
  • BlockDamage increased: (1 → 8)

 

Light Neutral 2

  • KnockbackGain decreased: (6.7 → 0)
  • SpecialAngle changed: (Autolink_366 → None)
  • Angle changed: (89° → 85°)
  • VictimDirection changed: (FaceAway → FaceTowards)

 

Light Neutral

  • KnockbackGain decreased: (1 → 0)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • FixedKnockback increased: (0 → 5)
  • SpecialAngle changed: (Autolink_366 → None)
  • HitBoxSpecialBehaviour changed: (None → Attract)
  • Angle changed: (89° → 145°)

 

Light Up – Launch

  • BaseKnockback decreased: (13.8 → 10.5)
  • KnockbackGain increased: (8.5 → 17.5)
  • HitStunMinimum increased: (1 → 10)

 

Special Forward Air

  • KnockbackGain increased: (14.8 → 16.8)
  • InstigatorAdvantageOnHit decreased: (0 → -8)

 

Special Forward

  • KnockbackGain increased: (15.3 → 17.3)
  • InstigatorAdvantageOnHit decreased: (0 → -5)

 

NIGEL

General

  • Weight Increased: (0.7 → 0.75)

 

Following moves can now reverse hit:

  • Charge Air Forward
  • Charge Down
  • Charge Forward
  • Light Air Forward
  • Charge Air Down

 

Charge Air Down -Weak

  • Can no longer redirect projectiles on late hits.
  • Hitbox significantly reduced. Especially on the later frames
  • BlockStun decreased: (10 → 5)
  • Total First Actionable Frame increased from Frame 42 to Frame 47

 

Charge Air Forward Tipper

  • BaseKnockback decreased: (14 → 9.75)
  • KnockbackGain increased: (15 → 18)

 

Charge Air Forward

  • BaseKnockback decreased: (13 → 8.5)
  • KnockbackGain decreased: (11 → 10)

 

Charge Down Body

  • BaseKnockback decreased: (10.5 → 10)
  • KnockbackGain increased: (12.5 → 21.8)

 

Charge Down Gravel Back

  • BaseKnockback decreased: (11 → 10)
  • KnockbackGain increased: (9 → 15)
  • Angle changed: (162° → 20°)

 

Charge Down Gravel Forward

  • BaseKnockback decreased: (11 → 10)
  • KnockbackGain increased: (8.38 → 15)
  • Angle changed: (19° → 20°)

 

Charge Forward 1

  • BaseKnockback increased: (3 → 5)
  • KnockbackGain decreased: (1.3 → 0)
  • HitStunMinimum increased: (1 → 10)
  • BlockPush increased: (1 → 1.6)
  • BlockStun decreased: (14 → 6)
  • Hitlag Base Hit decreased: (16 → 15)
  • HitlagBaseOnBlock decreased: (16 → 15)
  • InstigatorAdvantageOnHit decreased: (0 → -2)
  • DirectionalInfluenceMultiplier decreased: (1 → 0)
  • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
  • FixedKnockback increased: (0 → 7)
  • ChargeAttack.BaseKnockback increased: (1 → 1.55)
  • ChargeAttack.KnockbackGain increased: (1 → 1.2)
  • Improved consistency to connect into Finisher Hit
  • Damage decreased: (6 → 4)
  • BlockDamage decreased: (3 → 1)
  • Angle changed: (80° → 89°)

 

Charge Forward 2

  • BaseKnockback decreased: (13 → 10.7)
  • KnockbackGain increased: (19 → 22)

 

Charge Up

  • Angle changed: (75° → 80°)

 

Light Air Back – Weak

  • BlockPush decreased: (1 → 0.5)

 

Light Air Back

  • KnockbackGain increased: (16.5 → 18.5)
  • BlockPush decreased: (1 → 0.7)

 

Light Air Down 1

  • KnockbackGain increased: (7 → 13)
  • BlockPush decreased: (1 → 0.4)

 

Light Air Down 2

  • BlockPush decreased: (1 → 0.3)

 

Light Air Forward Finisher

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (15 → 17)
  • BlockDamage increased: (1 → 2)

 

Light Air Forward MultiHit Ground

  • BlockPush decreased: (0.2 → 0.1)

 

Light Air Forward MultiHit

  • BlockPush decreased: (0.2 → 0.1)

 

Light Air Neutral Strong

  • BaseKnockback decreased: (10 → 8)
  • KnockbackGain increased: (13.5 → 15.5)
  • BlockPush decreased: (1 → 0.6)
  • Damage decreased: (12 → 11)
  • Angle changed: (47° → 45°)

 

Light Air Neutral Weak

  • BaseKnockback decreased: (9.7 → 7.7)
  • KnockbackGain increased: (8.38 → 12)
  • BlockPush decreased: (1 → 0.35)
  • Damage decreased: (9 → 7)
  • BlockDamage decreased: (9 → 7)
  • Angle changed: (47° → 45°)

 

Light Air Up

  • BlockPush decreased: (1 → 0.5)

 

Light Dash Strong Hit

  • BaseKnockback decreased: (14 → 10)
  • KnockbackGain increased: (13 → 17)
  • Angle changed: (28° → 42°)

 

Light Down Tipper

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain increased: (5.5 → 14)
  • HitlagBaseOnHit increased: (10 → 17)
  • HitlagBaseOnBlock increased: (6 → 13)

 

Light Down

  • KnockbackGain increased: (6.75 → 10.75)

 

Light Forward – Late

  • Angle changed: (45° → 55°)

 

Light Forward

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (8 → 14)

 

Light Up Start

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (11.5 → 14.5)

 

Light Dash

  • Initial lunge force reduced from 13 to 11. Slower movement and less total distance

 

Special Down

  • BaseKnockback decreased: (27 → 26)

 

EL TIGRE

General

  • Weight decreased: (0.78 → 0.75)
  • Helpless fall adjustments

 

Following moves can now reverse hit:

  • Charge Air Forward
  • Charge Forward
  • Light Air Down
  • Light Air Forward
  • Light Down

 

Charge Air Down – Spike

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Angle changed: (285° → -75°)

 

Charge Air Forward

  • BaseKnockback decreased: (13,6 → 10)
  • KnockbackGain increased: (17,5 → 18,5)
  • BlockPush decreased: (1,6 → 1,2)
  • BlockDamage increased: (1 → 8)

 

Charge Air Up – Head

  • BaseKnockback increased: (8 → 9)
  • KnockbackGain decreased: (17,5 → 16,5)
  • BlockDamage decreased: (12 → 11)

 

Charge Air Up Strong

  • BaseKnockback increased: (10 → 13)
  • KnockbackGain decreased: (19 → 16,5)
  • BlockDamage decreased: (12 → 11)

 

Charge Down Back

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (18 → 20,9)
  • BlockDamage decreased: (15 → 12)

 

Charge Down Front

  • BaseKnockback decreased: (13 → 11)
  • KnockbackGain increased: (18 → 20,9)
  • BlockDamage decreased: (15 → 12)

 

Charge Forward

  • BaseKnockback decreased: (12,4 → 10,5)
  • KnockbackGain increased: (20 → 23,2)
  • BlockDamage decreased: (17 → 13)

 

Charge Up – Late

  • BaseKnockback increased: (11,6 → 12,5)
  • KnockbackGain increased: (5 → 19)

 

Charge Up

  • BaseKnockback increased: (13 → 15)
  • KnockbackGain decreased: (21,6 → 21)
  • BlockDamage decreased: (17 → 14)

 

Grab Throw Back

  • KnockbackGain increased: (9,1 → 10)
  • Increased total frames from 58 to 67

 

Grab Throw Up – Claws

  • KnockbackGain increased: (5,7 → 8)
  • Reversible toggle disabled
  • Angle changed: (70° → 110°)

 

Helpless Fall

  • Adjusted floatiness at the start of the state

 

Light Air Back – Sweetspot

  • BaseKnockback increased: (10 → 11)
  • KnockbackGain increased: (14 → 17,5)

 

Light Air Back – Weak

  • KnockbackGain increased: (6,9 → 10,9)

 

Light Air Back

  • KnockbackGain increased: (15 → 17,5)

 

Light Air Down – Air

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
  • Damage decreased: (18 → 14)
  • BlockDamage decreased: (18 → 12)

 

Light Air Forward

  • BaseKnockback decreased: (13 → 10)
  • KnockbackGain increased: (13 → 18)
  • Angle changed: (62° → 55°)
  • Hitboxes size slightly decreased

 

Light Finisher

  • KnockbackGain decreased: (10 → 9)

 

Light Forward

  • BaseKnockback decreased: (14,5 → 9)
  • KnockbackGain increased: (13 → 18)

 

Light Up

  • BaseKnockback decreased: (12 → 10)
  • KnockbackGain increased: (13 → 15)
  • HitlagBaseOnHit increased: (9 → 10)
  • HitlagBaseOnBlock increased: (9 → 10)

 

Special Up

  • Now travels less distance and goes into Helpless Fall quicker

 

Slime Special Up

  • Travels less distance and goes into Helpless Fall quicker
GRANDMA GERTIE

General

  • Fixed low-res sky during ultimate attack.
  • Added additional VFX to her items.

 

Charge Air Forward – Clean

  • BaseKnockback decreased: (13 → 12)
  • BlockDamage decreased: (15 → 12)
  • Angle changed: (29° → 32°)

 

Charge Air Forward – Early

  • BaseKnockback decreased: (12 → 11)
  • BlockDamage decreased: (13 → 11)
  • Angle changed: (35° → 38°)

 

Charge Air Forward – Late

  • BaseKnockback decreased: (11 → 10)
  • Damage decreased: (13 → 11)
  • BlockDamage decreased: (13 → 10)
  • Angle changed: (43° → 44°)

 

Charge Air Up – Base

  • BaseKnockback decreased: (18 → 14)
  • Angle changed: (63° → 65°)

 

Charge Air Up – Late

  • BaseKnockback decreased: (17 → 12)
  • KnockbackGain increased: (14 → 17)

 

Charge Air Up – Wave

  • BaseKnockback decreased: (16.25 → 13)
  • KnockbackGain increased: (14 → 16)

 

Charge Air Down

  • Start Up From 6 to 8 Frames
  • Impulse reduced on the last frames on release
  • +2 recovery frames

 

Charge Down – Clean

  • BaseKnockback decreased: (15 → 11)
  • KnockbackGain increased: (19 → 24)
  • Angle changed: (68° → 65°)

 

Charge Down – Late

  • BaseKnockback decreased: (13 → 10.5)
  • KnockbackGain increased: (18 → 24)
  • Angle changed: (52° → 50°)

 

Charge Forward – Base

  • BaseKnockback decreased: (12 → 9)
  • KnockbackGain increased: (18 → 23.2)
  • BlockPush decreased: (1 → 0.8)
  • Angle changed: (42° → 43°)

 

Charge Forward – Middle

  • BaseKnockback decreased: (12.6 → 10)
  • KnockbackGain increased: (19.8 → 24.4)
  • BlockPush decreased: (1.2 → 1)

 

Charge Forward – Tip

  • BaseKnockback decreased: (15.6 → 11)
  • KnockbackGain increased: (19 → 25.6)
  • BlockPush decreased: (1.4 → 1.2)

 

Charge Up – Base

  • BaseKnockback increased: (13.2 → 14)
  • KnockbackGain increased: (15.6 → 21.3)
  • Angle changed: (70° → 80°)

 

Charge Up – Middle

  • BaseKnockback increased: (14 → 15)
  • KnockbackGain increased: (18 → 22.3)
  • Angle changed: (71° → 80°)

 

Charge Up – Tip

  • KnockbackGain increased: (18 → 23.5)
  • Angle changed: (71° → 80°)

 

Light Air Back – Clean Base

  • BaseKnockback decreased: (14 → 10.3)
  • KnockbackGain increased: (19 → 22.7)

 

Light Air Back – Clean Tip

  • BaseKnockback decreased: (13 → 8.9)
  • KnockbackGain increased: (19 → 23.2)

 

Light Air Back – Late Base

  • BaseKnockback decreased: (9 → 7.9)
  • KnockbackGain increased: (10 → 11.2)

 

Light Air Back – Late Tip

  • BaseKnockback decreased: (9 → 8.65)
  • KnockbackGain increased: (13 → 13.4)

 

Light Air Down

  • Landing lag (10 → 11)

 

Light Air Down – Left

  • BaseKnockback decreased: (12 → 8.4)
  • KnockbackGain increased: (8 → 11.8)
  • Reversible

 

Light Air Down – Right

  • BaseKnockback decreased: (12 → 8.4)
  • KnockbackGain increased: (8 → 11.8)
  • Reversible

 

Light Air Forward – Clean

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (19 → 21)
  • Hitlag Base Hit decreased: (30 → 25)
  • HitlagBaseOnBlock increased: (24 → 25)
  • InstigatorAdvantageOnHit increased: (0 → 4)

 

Light Air Forward – Late

  • BaseKnockback decreased: (12 → 10.3)
  • KnockbackGain increased: (13.2 → 14.85)

 

Light Air Neutral – Kick

  • BaseKnockback decreased: (10 → 6.2)
  • KnockbackGain increased: (2 → 5.9)

 

Light Air Neutral – Punch

  • BaseKnockback decreased: (12 → 8.7)
  • KnockbackGain increased: (18 → 21.5)

 

Light Air Up – Clean

  • BaseKnockback decreased: (15 → 9.7)
  • KnockbackGain increased: (12.6 → 18.2)

 

Light Air Up – Late

  • BaseKnockback decreased: (10 → 6.2)
  • KnockbackGain increased: (6 → 9.7)

 

Light Down – Clean

  • BaseKnockback decreased: (10 → 8.1)
  • KnockbackGain increased: (16 → 17.2)
  • BlockStun decreased: (11 → 8)
  • Angle changed: (78.9° → 76.5°)

 

Light Down – Early

  • BaseKnockback decreased: (11 → 8.3)
  • KnockbackGain increased: (10 → 12.7)
  • Angle changed: (69.4° → 58°)

 

Light Down – Late

  • BaseKnockback decreased: (8 → 6.8)
  • KnockbackGain increased: (9 → 10.4)
  • Angle changed: (61.7° → 45°)

 

Light Forward – Body

  • BaseKnockback decreased: (10 → 7.5)
  • KnockbackGain increased: (14 → 16)
  • Damage decreased: (11 → 10)
  • BlockDamage decreased: (11 → 10)

 

Light Forward – Hand

  • BaseKnockback decreased: (15 → 9)
  • KnockbackGain increased: (15 → 19.8)

 

Light Up – Base Ground

  • BaseKnockback decreased: (10 → 8.6)
  • KnockbackGain increased: (14 → 15.5)

 

Light Up – Tip Ground

  • BaseKnockback decreased: (9.5 → 8.6)
  • KnockbackGain increased: (16 → 17)

 

Special Forward

  • Land cancel ground friction increased
  • Grounded Version from 60 to 40 X velocity
  • Air Version X Velocity decreased: (40 → 30)
  • No longer cancellable while airborne.

 

Special Forward

  • Autocancel landing side special without recovery fixed.

 

Special Up

  • Gertie now takes more time to reel in after grabbing the ledge, more punishable
  • After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
  • You can define the direction, to go after reeling in, out of stage, straight up and into stage

 

INVADER ZIM

General:

  • Zim Taunt is now cancellable on frame 8

 

GIR Changes:

  • You can now explode GIR with Taunt, a hitbox was added to this explosion.
  • GIR respawns faster if it’s exploded by the player.
  • GIR regular health increased: (6 → 9), Slime version health increased: (12 → 15)
  • While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.

 

Charge Air Down – Moose

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • BlockDamage increased: (10 → 11)

 

Charge Air Forward – Sweetspot

  • BaseKnockback decreased: (17 → 14.5)
  • KnockbackGain increased: (19 → 19.6)
  • BlockDamage decreased: (16 → 15)

 

Charge Air Forward – Weak

  • BlockDamage increased: (9 → 10)

 

Charge Air Forward

  • BaseKnockback decreased: (16 → 14.5)
  • Damage decreased: (20 → 18)
  • BlockDamage decreased: (16 → 14)

 

Charge Air Up – Explosion

  • BaseKnockback decreased: (14 → 13)
  • KnockbackGain increased: (10 → 17.4)
  • Angle changed: (45° → 70°)

 

Charge Down – Gnome Slide

  • BaseKnockback decreased: (11 → 10.5)
  • KnockbackGain increased: (17 → 20)

 

Charge Down – Swing

  • BaseKnockback decreased: (11.5 → 11)
  • KnockbackGain increased: (18 → 22.3)

 

Charge Forward – Final

  • BaseKnockback decreased: (15 → 11.3)
  • KnockbackGain increased: (19 → 24)

 

Charge Up

  • Can now reverse hit.

 

Charge Up – Point Blank

  • BaseKnockback increased: (12 → 16)
  • KnockbackGain increased: (20 → 22.2)
  • Priority changed: (Medium → High)
  • Angle changed: (55° → 60°)

 

Light Air Back – Sweetspot

  • BaseKnockback decreased: (15 → 11)
  • KnockbackGain increased: (17 → 21.4)

 

Light Air Back

  • BaseKnockback decreased: (12 → 9)
  • KnockbackGain increased: (16 → 19)

 

Light Air Down – Late

  • BaseKnockback decreased: (11 → 6.8)
  • KnockbackGain increased: (7 → 11.5)

 

Light Air Down

  • BaseKnockback decreased: (10.5 → 8.2)
  • KnockbackGain increased: (9 → 11.6)

 

Light Air Forward – Tip

  • BaseKnockback decreased: (13 → 9.3)
  • KnockbackGain increased: (13.5 → 17.5)

 

Light Air Forward

  • BaseKnockback decreased: (11 → 7.8)
  • KnockbackGain increased: (14 → 17.5)

 

Light Air Neutral – Finisher

  • KnockbackGain increased: (13 → 14)

 

Light Air Neutral – Penultimate

  • BaseKnockback decreased: (11 → 8.3)
  • KnockbackGain increased: (10 → 12.85)

 

Light Air Up – Launch

  • BaseKnockback decreased: (12.02 → 8.4)
  • KnockbackGain increased: (10 → 14.3)

 

Light Air Up – Pull

  • BaseKnockback decreased: (9 → 6)
  • KnockbackGain increased: (4 → 7)

 

Light Down – Late

  • BaseKnockback decreased: (10 → 6)
  • KnockbackGain increased: (8 → 12)

 

Light Down

  • BaseKnockback decreased: (10 → 7.8)
  • KnockbackGain increased: (15 → 17.5)

 

Light Forward – 2nd Late

  • BaseKnockback decreased: (10 → 7.2)
  • KnockbackGain increased: (9 → 11.9)

 

Light Forward – 2nd

  • BaseKnockback decreased: (12 → 8.3)
  • KnockbackGain increased: (13 → 16.8)

 

Light Forward – Late

  • BaseKnockback decreased: (7 → 5.9)
  • KnockbackGain increased: (3 → 5)

 

Light Forward

  • BaseKnockback decreased: (8 → 6.58)
  • KnockbackGain increased: (3 → 16.75)

 

Light Neutral – Finisher

  • BaseKnockback decreased: (12 → 8.3)
  • KnockbackGain increased: (14 → 18)

 

Light Up – Weak

  • BaseKnockback decreased: (9 → 7.5)
  • KnockbackGain increased: (8 → 10.5)

 

Light Up

  • BaseKnockback decreased: (18 → 9.5)
  • KnockbackGain increased: (7.8 → 17)

 

Special up Girless

  • Now Girless Up B grabs the ledge easier and has more impulse than before

 

Special Down Bomb

  • Bomb Physics where slightly changed
  • If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
  • Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
  • Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special

 

Gir

  • You can now explode Gir while using taunt, it has a hitbox and also respawns faster
  • If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.

 

REPTAR

General

  • Weight decreased: (1.21 → 1.18)
  • Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.

 

Charge Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

 

Charge Air Forward – Fire

  • BaseKnockback decreased: (15 → 13)
  • KnockbackGain increased: (16 → 18)

 

Charge Air Forward

  • BaseKnockback decreased: (14 → 11,5)
  • KnockbackGain increased: (14,5 → 17,7)

 

Charge Air Up – Fire

  • BaseKnockback decreased: (20 → 16)
  • KnockbackGain increased: (9 → 18,5)
  • Hitlag Base Hit increased: (0 → 9)
  • HitlagBaseOnBlock increased: (0 → 9)
  • BlockDamage decreased: (16 → 15)
  • Angle changed: (80° → 70°)

 

Charge Air Up – Head

  • BaseKnockback increased: (15 → 16)
  • KnockbackGain increased: (13 → 18,5)
  • BlockDamage decreased: (16 → 14)
  • Angle changed: (80° → 70°)

 

Charge Down – Shockwave

  • BaseKnockback decreased: (12 → 11,5)
  • KnockbackGain increased: (21 → 23,3)

 

Charge Down – Stomp

  • BaseKnockback increased: (11 → 13)
  • KnockbackGain increased: (10 → 20)

 

Charge Forward

  • BaseKnockback decreased: (18 → 11,5)
  • KnockbackGain increased: (15,5 → 25)

 

Charge Up – Fire

  • BaseKnockback decreased: (18 → 14)
  • KnockbackGain increased: (12 → 21,3)
  • Angle changed: (85° → 80°)

 

Charge Up – Head

  • KnockbackGain increased: (18 → 21,3)
  • Angle changed: (75° → 80°)

 

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)

 

Light Air Forward – Tip

  • BlockStun increased: (11 → 12)

 

Light Air Forward

  • BlockStun increased: (10 → 11)
  • Landing recovery increased from 12 frames to 13.

 

Light Air Neutral – 2nd

  • KnockbackGain increased: (10 → 12)

 

Light Air Neutral

  • KnockbackGain increased: (15 → 16)

 

Light Air Up – Top

  • BlockPush decreased: (1,75 → 1,45)
  • Angle changed: (85° → 82°)

 

Light Air Back

  • Landing recovery increased from 14 frames to 15

 

Light Air Up

  • BlockPush decreased: (1,75 → 1,3)

 

Light Forward

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain increased: (16 → 17)

 

Special Forward
• No longer costs fire on hit.

  • Ex version now always applies the burn.

 

Special Down – No Fire Air

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

 

Special Forward – Down

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

 

Special Up – Land

  • BlockPush decreased: (2 → 0,1)

 

Special Up

  • Hitbox is now larger on the first few frames and smaller for most of the duration.

 

Special Neutral

  • Travel speed increased from 8 to 9 from air and 10 to 11 on ground

 

ROCKO

General:

  • Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.

 

Following moves can now reverse hit:

  • Charge Down
  • Charge Up
  • Light Forward
  • Light Neutral

 

Charge Air Forward Sweet Spot

  • BaseKnockback increased: (11 → 12.5)
  • KnockbackGain increased: (14.5 → 16.6)
  • BlockDamage decreased: (15 → 13)

 

Charge Air Forward

  • BaseKnockback increased: (10 → 11.5)
  • KnockbackGain increased: (12 → 12.2)

 

Charge Air Up

  • BaseKnockback increased: (13.5 → 14)
  • KnockbackGain decreased: (15.5 → 14)

 

Charge Down – Air

  • BaseKnockback increased: (1 → 10)
  • KnockbackGain increased: (1 → 10)
  • BlockPush increased: (1 → 1.6)
  • BlockStun increased: (1 → 16)
  • HitlagBaseOnHit increased: (1 → 24)
  • HitlagBaseOnBlock increased: (1 → 24)
  • InstigatorAdvantageOnHit decreased: (1 → 0)
  • InstigatorAdvantageOnBlock decreased: (1 → 0)
  • AttackMultiplierType added: ChargeAttack
  • AttackMultiplierType added: SlimeAttack
  • AttackType changed: (Light → Charge)
  • CanRedirectProjectiles toggle enabled
  • Damage increased: (1 → 15)
  • BlockDamage increased: (1 → 25)
  • Angle changed: (0° → -45°)
  • OnlyHitAirboneTarget toggle enabled

 

Charge Down

  • BaseKnockback decreased: (13.25 → 12)
  • KnockbackGain increased: (18 → 25.3)
  • Angle changed: (45° → -45°)
  • OnlyHitGroundTarget toggle enabled
  • Air hit is now weaker

 

Charge Forward Sweet Spot

  • BaseKnockback decreased: (15 → 10.5)
  • KnockbackGain increased: (17.5 → 23.5)

 

Charge Forward

  • BaseKnockback decreased: (10 → 9.5)
  • KnockbackGain increased: (17.5 → 22.5)

 

Charge Up

  • BaseKnockback decreased: (17 → 14)
  • KnockbackGain increased: (12 → 21.3)
  • Damage increased: (11 → 14)
  • BlockDamage increased: (11 → 12)

 

Light Air Back

  • BaseKnockback decreased: (14 → 7)
  • KnockbackGain increased: (12.5 → 19.5)

 

Light Air Down

  • DirectionalInfluenceMultiplier increased: (1 → 1.5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
  • Angle changed: (300° → -60°)

 

Light Air Forward

  • KnockbackGain increased: (15 → 16)

 

Light Air Neutral – Back

  • KnockbackGain increased: (13 → 14)

 

Light Air Neutral – Sweetspot

  • BaseKnockback decreased: (12 → 8)
  • KnockbackGain increased: (13.5 → 17.5)

 

Light Air Up Finisher

  • KnockbackGain increased: (13 → 16.5)

 

Light Down

  • BaseKnockback decreased: (11 → 8)
  • KnockbackGain increased: (10 → 13)

 

Light Forward

  • BaseKnockback decreased: (10.5 → 7.5)
  • KnockbackGain increased: (13 → 15)

 

Light Up

  • BaseKnockback decreased: (12.5 → 10.5)
  • KnockbackGain increased: (12 → 14)

 

Rocko

  • If Spunky is on top of the jackhammer, you can call him in order to change direction.

 

ANGRY BEAVERS

Following moves can now reverse hit:

  • Light Air Back (Dagget and Norbert)
  • Light Finisher (Norbert)

 

Dagget 

 

Charge Air Up – Back

  • KnockbackGain increased: (12 → 14)

 

Charge Air Up – Rising

  • BaseKnockback increased: (12 → 15)
  • KnockbackGain increased: (14 → 16,8)
  • Angle changed: (78° → 80°)

 

Charge Air Forward

  • On Hit Cancel moved from 33 to 36

 

Charge Down – Center

  • Angle changed: (90° → 89°)

 

Charge Down – Last Hit

  • BaseKnockback decreased: (11,5 → 10,5)
  • KnockbackGain increased: (18 → 23,4)

 

Charge Forward – Clean

  • BaseKnockback increased: (10 → 11)
  • KnockbackGain increased: (19 → 23,8)
  • BlockDamage increased: (11 → 12)

 

Charge Forward – Late

  • KnockbackGain increased: (8 → 11)

 

Charge Up – Clean

  • BaseKnockback decreased: (13 → 12)
  • KnockbackGain decreased: (20,5 → 19,1)
  • Angle changed: (80° → 85°)

 

Light Air Back – Final

  • BaseKnockback decreased: (8,75 → 6,75)
  • KnockbackGain increased: (12 → 15)

 

Light Air Down – End

  • BaseKnockback decreased: (7,5 → 6)
  • KnockbackGain increased: (10 → 12,5)

 

Light Air Down

  • BaseKnockback decreased: (7,5 → 5,8)
  • KnockbackGain increased: (10 → 13)

 

Light Air Forward

  • BaseKnockback decreased: (8,56 → 7,56)
  • KnockbackGain increased: (9,85 → 12,95)
  • BlockDamage decreased: (11 → 8)

 

Light Air Neutral – Late

  • BaseKnockback decreased: (7,5 → 5,5)
  • KnockbackGain increased: (11 → 13)

 

Light Air Neutral

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (14 → 16)

 

Light Air Up – Falling

  • BaseKnockback decreased: (8 → 5,5)
  • KnockbackGain increased: (10 → 14,5)

 

Light Air Up – Rising

  • BaseKnockback decreased: (10 → 6)
  • KnockbackGain increased: (10 → 15)

 

Light Air Up

  • BaseKnockback decreased: (6 → 5)
  • KnockbackGain increased: (10 → 11)

 

Light Down

  • HitStunMinimum increased: (1 → 15)

 

Light Finisher

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (12 → 16,5)

 

Light Forward – Bite

  • KnockbackGain increased: (12,5 → 14,75)
  • HitStunMinimum increased: (1 → 19)

 

Light Forward

  • BlockDamage increased: (9 → 10)

 

Light Up

  • BaseKnockback decreased: (12 → 11)
  • KnockbackGain increased: (14 → 17)
  • HitStunMinimum increased: (1 → 11)

 

Special Up – Finisher

  • BlockPush decreased: (1,2 → 0,8)

 

Special Up – Multi Hit

  • BlockPush decreased: (1 → 0,2)

 

Norbert

 

Charge Air Down – Tip

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

 

Charge Air Forward – Tip

  • KnockbackGain increased: (12 → 14)

 

Charge Air Forward

  • BaseKnockback increased: (8 → 8,5)

 

Charge Air Up

  • BaseKnockback decreased: (16 → 15)
  • KnockbackGain increased: (13 → 16,8)

 

Charge Down

  • KnockbackGain increased: (17 → 23)

 

Charge Forward – Clean

  • KnockbackGain increased: (19 → 24,05)

 

Charge Forward – Late

  • BaseKnockback increased: (10 → 10,5)
  • KnockbackGain increased: (17 → 21)

Charge Up

  • Total duration increased from 39 frames to 40

 

Charge Up – 3rd

  • KnockbackGain increased: (18 → 18,1)

 

Light Air Back – Final

  • BaseKnockback decreased: (8,6 → 6,6)
  • KnockbackGain increased: (6,25 → 9,65)
  • Angle changed: (55° → 125°)

 

Light Air Down – Inner

  • BaseKnockback decreased: (7,5 → 6,5)
  • KnockbackGain increased: (10 → 13,5)

 

Light Air Down – Tip

  • DirectionalInfluenceMultiplier increased: (1 → 1,5)
  • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)

 

Light Air Down

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (9 → 11)

 

Light Air Forward – Center

  • BaseKnockback decreased: (7 → 6,5)
  • KnockbackGain increased: (9,25 → 14,5)
  • HitStunMinimum increased: (1 → 5)

 

Light Air Forward – Tip

  • BaseKnockback decreased: (9,4 → 8,4)
  • KnockbackGain increased: (12 → 14)
  • HitStunMinimum increased: (1 → 5)
  • Angle changed: (67° → 65°)

 

Light Air Forward

  • BaseKnockback decreased: (5 → 4,5)
  • KnockbackGain increased: (8,8 → 12)

 

Light Air Neutral – Early

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (14 → 16,5)

 

Light Air Neutral – Late

  • BaseKnockback decreased: (7,5 → 5,5)
  • KnockbackGain increased: (11 → 15)

 

Light Air Up – Center

  • BaseKnockback decreased: (9 → 8)
  • KnockbackGain increased: (7,5 → 13,5)

 

Light Air Up – Close

  • KnockbackGain increased: (7,5 → 12,5)

 

Light Air Up – Tip

  • BaseKnockback increased: (12 → 12,5)
  • KnockbackGain increased: (9 → 14,75)

 

Light Down

  • HitStunMinimum increased: (1 → 15)

 

Light Finisher

  • BaseKnockback decreased: (8 → 6)
  • KnockbackGain increased: (12 → 15,5)

 

Light Forward – Bite

  • KnockbackGain increased: (12,5 → 14,75)
  • HitStunMinimum increased: (1 → 19)

 

Light Forward

  • BlockDamage increased: (9 → 10)

 

Light Up – Late

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (15 → 17)
  • HitStunMinimum increased: (1 → 18)

 

Light Up

  • BaseKnockback decreased: (14 → 12)
  • KnockbackGain increased: (12 → 15)
  • HitStunMinimum increased: (1 → 18)

 

Special Up – Clean

  • KnockbackGain increased: (17,5 → 23)
  • BlockDamage decreased: (12 → 11)

Whew! That’s an insane patch! If you haven’t played the game yet, go read our review here.

Source: Nickelodeon All-Star Brawl

Top Games and Upcoming Releases