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Naruto X Boruto Ultimate Ninja Storm Connections Review – Visiting the Past

Naruto has been and continues to be one of the most popular anime franchises of all time around the world, leading to numerous video games over the years. The most prevalent of these has been the Ultimate Ninja series, developed by CyberConnect2 since the PS2 era. After starting as a 2D fighter, the series transitioned into 3D with the Ultimate Ninja Storm moniker that has returned once again with the first new all-new entry in the series in nearly seven years with Naruto X Boruto Ultimate Ninja Storm Connections.

Be a Ninja

CyberConnect2 has certainly had a system that has worked over the years across its numerous games, which has always done a good job of replicating the different fighting styles of the various characters. However, the problem in Naruto X Boruto Ultimate Ninja Storm Connections is that the gameplay feels like it has not evolved at all gameplay-wise in the years since the last entry, and it feels almost dated by this point. There is a good argument at times, for if something isn’t broken, do not fix it, but there is no reason that the gameplay could not have been improved upon here in some fashion.

As in the past, you play as one character that has up to two assist characters depending on the game mode and situation that you can switch with during the battle. Each character has their own distinct combos, Ninjutsu attacks, and Secret Technique, though the latter two are always executed in the same way. There are also special Linked Secret Techniques that you can activate if you have the right team members and a full Storm Gauge. Awakening can be activated if your health is low enough and you hold down your chakra charge for long enough, which can turn the tide of a battle quickly. You can also summon your team members by pressing L1 and R1 to give some support while also being able to switch to one of them instead even mid-combo, which works out pretty nicely for dealing lots of damage to the enemy. Substitution Jutsu is back once again and help you escape dangerous situations, but you also have to make sure not to overuse them, or you will be caught without one and dealt major damage.

One of my biggest complaints I’ve long had for this series is that even with techniques like Ninja Dash, it feels like the two fighters are continually too far apart from one another. The enemy likes to play keep away a lot of the time, which makes a lot of the battle frustrating as you are just trying to close the gap enough to be able to attack. This makes some fights feel more like a game of cat and mouse than anything else when trying to chase them around, which gets tiresome after a while.

Outside of a few issues, the gameplay itself in Naruto X Boruto Ultimate Ninja Storm Connections is solid. There are rarely any performance issues, with the fast and fluid fighting very much exemplifying what is seen in the anime. The problem is that the developer had many years to find a way to push the gameplay forward and instead just gave players more of what they came to expect from the series in the past with the combat.

The Ultimate Ninja Storm series has covered the entire series of Naruto and Naruto Shippuden multiple times by now, as well as covering the Boruto movie that preceded the anime through a DLC expansion. For a long-running anime especially, it can be difficult to figure out whether to cover an existing story or go with something new entirely. This series has particularly stuck very closely with the existing stories over the years, but Naruto X Boruto Ultimate Ninja Storm Connections manages to mix both together across a couple of different game modes.

History mode is a new story mode within Naruto X Boruto Ultimate Ninja Storm Connections that serves as a trip back through the series after something happens to time and an erasure of past events begins to happen. To restore history and reclaim those memories, you have to replay these important moments from across Naruto and Naruto Shippuden. Boruto is not included here, as the events of this mode seem to take place at the conclusion of Shippuden when Naruto and Sasuke have their final fight.

Rather than forcing you to play through all of these chapters in order, you are welcome to choose from one of the eight playable chapters right from the start. This means you can start at the beginning or jump right ahead to an arc like the Fourth Great Ninja War arc. To fully restore a chapter, you must complete each of the Main Episodes and Sub-Episodes that are included, with there being varying numbers of them in each chapter.

These main episodes include Episode Scenes and Episode Battles that are mixed depending on the flow of the arc. The Episode Scenes are, unfortunately, not full cutscenes but rather sequences of screenshots or recreated images from the anime with text and voice acting to explain the story. The Sub-Episodes, on the other hand are just these same sequences without voice acting in them that bridge more gaps in the story. Running through the story of the entire series like this felt like a compilation of previous games’ story modes together, but this time, it was done in budget form with the lack of actual cutscenes and how much of the story ends up being glossed over.

The Episode Battles themselves each have a win condition and occasionally restrictions, as well as bonus objectives that you can complete to unlock items in the game, such as clothing, accessories, title cards, and more. The bonus objective is quite often to finish the fight with a Secret Technique, just like in the original, which unlocks a small extra voice clip and images showing it. If you are defeated in battle, you can either resume with full health where you were defeated with the cost of not being able to unlock the S-rank in that attempt or retry from the beginning instead.

Each chapter also has a boss battle at the end, which varies depending on the situation. These range from fighting Gaara’s Shukaku form to the climatic final battle between Naruto and Sasuke. Some of these are multiple parts as well, with QTE segments mixed in, like in past games. These can be pretty fun at first, but some of them definitely run a little longer than they should.

The game tries to have a little bit of an interactive element by allowing players to rate each main episode with a reaction, and the most used reactions will be shown in the menu about the episode. At the end of each chapter, there is also a question that gets asked of you that doesn’t affect anything in-game other than being able to see how others responded afterward and getting in-game currency for doing so.

While History mode felt a bit limited with its lack of true cutscenes and such, this is where Special Story mode comes into play. This mode features fully voice-acted cutscenes that accompany an all-new original story written just for this game starring Boruto in the timeline of that series. Similar to History Mode, Special Story is split into multiple chapters that you have to play through, with a mix of story sections and gameplay sections. This mode still isn’t all that long, but it is well worth playing and makes you wish there was more of it. The only real difference between Special Story and History Mode is that it feels more fleshed out as a whole with the cutscenes and the fact that it’s a new story for fans to enjoy for the first time, so there is at least some synergy in the style of the two modes.

Both story-based modes feature numerous language options, with the English dub being the default option. The problem that comes up here though is that the lip sync with the dub is very off at times in the animated battle scenes, which is frustrating since the dub is the default option here. This is because the game was designed with the Japanese version in mind in the first place, but it’s too bad they couldn’t rework it for the dub as well. In addition, the actual dub itself feels off at times with the line delivery to the point where it seems there was some weird editing going on there.

Besides History and Special Story modes, the rest of the game modes are essentially just versus battles, whether you want to do it locally or online. You have plenty of options at your disposal, though, including tournaments, league battles, or just traditional vs. battles. Both of these also allow for character customization with the many items you will collect throughout your overall Naruto X Boruto Ultimate Ninja Storm Connections playthrough.

There are a lot of different items to collect in Naruto X Boruto Ultimate Ninja Storm Connections, whether they are earned as rewards, bought with the in-game currency Ryo, or gotten through exchange tickets you’ve collected. Collectibles in the game include costume colors, accessories, substitution items, finish scenes, profile cards, titles, and even more. The game even tries to push the online aspect more than in the past while also trying to keep players coming back consistently by offering login bonuses daily for the first 80 days you play the game. These bonuses help to add to your customization collection over time, which is helpful if you keep coming back for more.

One feature I thought was cool to include was the Naruto X Boruto Encyclopedia, which can be accessed from the game’s main menu. This provides you with a lengthy list of characters found in the Naruto franchise, which can serve as a refresher or even a learning tool for those who may have picked the game up for some good fighting action without a history with the series and its numerous characters. As you play through the game, you will also unlock more of these entries, so it will eventually be an all-encompassing guide once you have played through everything in the game.

Verdict

The Naruto franchise has changed a lot since the previous entry in the Ultimate Ninja Storm series, as Boruto is fast approaching its 300-episode mark. Even so, CyberConnect2 still decided to put a lot of the focus here on the original two Naruto series in what felt like a speed run of the prior Ultimate Ninja Storm series, with the new Boruto Special Story just tacked on to give players something new. While the gameplay hasn’t changed much, it still feels very Naruto-like and works well for what the game is trying to do. Hopefully, this was created to serve as the last hoorah for the classic style, and we’ll see the series evolve from here with the growth of the Boruto series. Even so, fans of the franchise likely will find some fun here, and it can even serve as an appetizer for someone looking to experience the franchise for the first time as well.

Score: 7/10

Pros:

  • Fluid combat
  • Large character roster
  • Boruto Special Story mode is quite enjoyable with an original story

Cons:

  • Combat is largely the same as the previous entry
  • History mode’s lack of cutscenes
  • Boss battles tend to last too long

Naruto X Boruto Ultimate Ninja Storm Connections review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

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Ghostrunner 2 DLC Pack 1: Ice Pack Drops December 7 Alongside Hardcore Mode

Ghostrunner 2 DLC Pack 1: Ice Pack is releasing on December 7 across all platforms. This update will also include the introduction of Hardcore Mode, which will be available to all players upon completion of the main story.

The Ghostrunner 2 Ice Pack DLC features the Ice Tarantula, Black Widow, and Web Cutter sword and glove sets. It also features a Motorcycle Design IC3 skin for the in-game motorbike that comes complete with unique ice combat effects.

Additionally, the Ice Pack update will also bring Hardcore Mode to all players. Hardcore Mode is an intense difficulty boost over the original game, and it features rearranged levels with new enemy placements and objects to keep the experience fresh for returning players. As a bonus, all upgrades and abilities will be unlocked from the get-go in this mode to make fighting through it a little easier.

Ice Pack is the first of four cosmetic DLCs that will be released for Ghostrunner 2 down the line. The Dragon Pack, Heat Pack, and Anniversary Pack are all slated to release next year, as well as an Endless Moto Mode.

If you’re interested in Ghostrunner 2, you can check out our review. We gave it a 9/10 and said “Ghostrunner 2 takes what was already a great game and takes things to the next level in the even-more-ambitious follow-up.”

Source: Steam

Jack Breitenbach

Game the night away!

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SPINE Gameplay Trailer Debuts and It’s John Wick Meets Cyberpunk

Announced last year, SPINE has gotten its first gameplay trailer, showing off its ambitious cinematic combat that blends gunplay with kung-fu action.

SPINE Gameplay Trailer:

It’s hard to believe that that is gameplay, though I’ve been blown away by other games before. It definitely has the vibe of a John Wick movie. I’d even compare it with Slocap’s Sifu, and if Nekki can manage to pull off something close to that, we’ll I’m all for this new game.

About SPINE (via Steam)

Ever wondered what it’s like to be the hero of an action movie? To find yourself in the epicenter of the action, kicking the gun out of your opponent’s hand, or parrying a bullet with your trusty katana?

Look no further! SPINE is a cinematic game about close-quarters gunfights. Become the hero of your favorite action movie, grab your guns, enhance your reflexes with a Spine augmentation, and get ready to fight!

The game unveils the story of a cyberpunk city in the near future. Have you heard the news that Tensor AI transformed this city into a literal heaven on Earth? Or would you prefer to listen to the whispers of the opposition? Join the fights on the city streets and participate in the global conflict of powerful factions while seeking personal revenge against the system. The environments and situations where you’ll meet your enemies are inspired by our endless love for action movies.

Innovative Combat

Enjoy a thrilling fusion of cinematic gunplay and beat ’em up. Dive into the chaos of SPINE’s combat, where every move is a dance between gunfire and raw, close-quarter bullet mayhem. It’s not just a game; it’s an artistic canvas for your own style of destruction.

Movie-Like Experience

Feel the tension of each in-game moment as if you’re the protagonist in your own action movie. Thanks to the unique camerawork and combat choreography set up by actual action movie specialists, SPINE captures the essence of cinematic tension and makes it all yours.

Unrivaled Atmosphere

Dive into an action-packed narrative set against the backdrop of a captivating cyberpunk world. Explore the contrast between the gleaming, utopian facades and the gritty, decaying alleyways, as each location becomes a stage for adrenaline-fueled gunfights.

Gripping Narrative

Embark on a gritty journey into the near-future with Redline, a rebellious street artist, and her combat AI companion, Spine—a combat implant with a mind of its own. Together, they stand against an oppressive AI regime, and every fight they have sends ripples through the streets they navigate, changing the lives of the people they meet.

Cutting Edge Tech & Graphics

Immerse yourself in the fluidity of combat animations in a detailed cyberpunk environment, brought to life by the cutting-edge graphics of UE5. It’s not just about enjoying the visuals; it’s about stepping into a world where each pixel plays a role in the seamless choreography between humanity and machine, creating an immersive dance of action and technology.

SPINE has no release date or target window. It’ll be available on PC, PS5, Series X|S, and PC.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Fortnite Chapter 5 Leak Shows Peter Griffin and Solid Snake Joining the Fight

A new Fortnite Chapter 5 Leak shows off the skins available in the upcoming Battle Pass ahead of tomorrow’s Big Bang event. The skins leaked include television icon Peter Griffin and the legendary Solid Snake, marking one of the first times we’ve seen Snake in a game outside of his own since Super Smash Bros.

This leak comes via Twitter/X user @ShiinaBR, who credits @MGA_Lani for the photo:

Apparently, the Fortnite Chapter 5 leak happened on Xbox’s dashboard, and a lucky user was able to capture a photo of it before it disappeared. The image shows the whole lineup of Battle Pass characters, most of whom are unique and original skins. However, Peter Griffin and Solid Snake can both be seen in the lineup very prominently.

Chapter 5: Season 1 is shaping up to be a pretty intense season of crossovers, as the Lego collaboration that’s been rumored for quite some time is being teased by Lego itself:

Epic is clearly not letting the fact that they’re currently in court stop them. The Fortnite train will continue to roll until there’s no track left.

We’re looking forward to the next season, and we’ll be sure to let our readers know as soon as the patch notes drop. To keep up to date on Fortnite’s newest update, stay tuned in to us here at MP1st.

Jack Breitenbach

Game the night away!

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Elden Ring DLC “Shadow of the Erdtree” Is “Progressing Well” But Still a ” Little Ways Off”

If you were hoping we’d get some surprise release announcement during The Game Awards this year for the Elden Ring Shadow of the Erdtree DLC, you may want to lower expectations as the studio has confirmed it’s still a “ways out.”

Taking the stage at this year’s PlayStation Award in Japan for an interview, FromSoftware producer Yasuhiro Kitao addressed recent rumors that the DLC was arriving in early 2024. As reported by the Japanese publication Game Watch, here’s what Yasuhiro had to say.

Question: I think there are many users who are looking forward to DLC. How is the development progress?

Yasuhiro Kitao: I will talk about DLC another time. It’s still a little ways off, but progress is going well. Like “Bloodborne”, it has new battles and new characters. Please look forward to new things.

Now, this doesn’t mean it won’t be at The Game Awards this year, but it should set some expectations within the community, and if it happens to be a no-show, we’ll they did warn us.

It’s been nine months since Elden Ring DLC, Shadow of Erdree, was announced, and no significant update has been given since. We can understand why fans are eager to hear more about the DLC, as while the game has kept them busy, with fans still scouring for hidden secrets, many are ready to see what the studio does next.

If anything, I hope we get a trailer at The Game Awards, even if it is CGI. Anything is better at this point than the single artwork we got at the announcement. My fingers are crossed!

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Starfield Beta Update 1.8.87 Now Out With Fixes

Bethesda is back again with yet another round of beta updates for Starfield, though don’t expect anything major this time around, as Starfield Beta Update 1.8.87 has a rather light changelog. 

Starfield Beta Update 1.8.87 Patch Notes:

A small update is now available for our PC players to opt into on Steam before the update goes live for all Xbox and PC players. This update addresses an issue where players could experience an asteroid “Adoring Fan” during space travel and an issue with Outposts.

If you would like to opt-in to the Starfield Beta update, please follow these instructions

  1. Open your steam Library and navigate to Starfield
  2. Right click on “Starfield” and select “Properties”
  3. In the new properties pop-up window, select “Betas”
  4. In the beta drop down to opt into, select “[beta]”
  5. Wait for app to download new build and launch

For those participating and interested in providing us feedback, please visit #steam-beta-feedback on our official Discord Server.

Thanks for playing!

FIXES AND IMPROVEMENTS

Gameplay

  • Addressed an issue that would cause space matter to become stuck to player’s ship during space travel. Loading a save will now remove the space clingon. Please note: This fix should address any space matter being stuck in your travels, but not in instances where player ships have New Atlantis attached. A fix for that will be released in a later update.

Outpost

  • Fixed an issue that prevents random guns from spawning in a newly created Weapon Case after loading a save.

Like I said, a light changelog, though not surprising considering Starfield got a significant update last week which saw some features added like DLSS support, and the ability to eat food out in the world, amongst other things. 

There could be more planned for this update, and we’ll have the full changelog once the update is officially out. 

Source: Steam 

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Cyberpunk 2077 Update 2.1 Arrives This Month With New Features, Adam Smasher Improvements, and More

CD Projekt Red is gearing up to release another major Cyberpunk 2077 update, dubbed 2.1, that adds several new features and accessibility options, as well as major changes to the Adam Smasher boss fight that’ll give him the Sandevistan ability from the Edgerunner anime.

The next major Cyberpunk 2077 is launching next week alongside the new Ultimate Edition of the game, and while we got a major overhaul of the game with update 2.0, the Cyberpunk 2077 2.1 update is adding even more features, including a transit system, radio on the go, and so much much. Here’s a recap of everything discussed during the stream.

Cyberpunk 2077 Update 2.1 Preview:

Travel by NCART metro

Travel around Night City with ease thanks to Night City Area Rapid Transport metro services. Stop worrying about the traffic and enjoy the view thanks to the 5 metro lines stopping on a total of 19 stations spread throughout the city. Service available only after V receives the text message from NCART.

Radio on the go

This one is for all of the travelling audiophiles in our community! We’ve added a radioport that allows V to listen to the radio while exploring Night City on foot or riding the metro. It comes with adjustable volume and it will automatically turn off when game audio is crucial — for example during conversations.

Improved boss fights

We’ve introduced a number of improvements to boss fights, most notably to the one with Adam Smasher. It is now more iconic, as Smasher will better adapt to the tactics used by players, will be much more relentless and will use Sandevistan — much like he was in Cyberpunk: Edgerunners.

Attention all petrolhe… <ekhm> CHOOH2-heads!

We’ve got a lot of new stuff for all motoring enthusiasts out there!

  • New vehicles, including new motorbikes and a real classic: a cabriolet version of Porsche 911!
  • Replayable car races, available after the race with Claire is finished.
  • More immersive motorbike riding — including ability to throw knives while riding, leaning, doing wheelies and even flips!
  • New car chases — if you mess with the gangs while doing gigs, they might hunt you down later!
  • Newly opened highway.

New Accessibility Options Coming With Cyberpunk 2077 Update 2.1

Colorblind Modes

There are three colorblind options available:

  • Protanopia
  • Deuteranopia
  • Tritanopia

Subtitles

Players can enable cinematic, radio, and overhead subtitles. Cinematic subtitles display voiceover subtitles at the bottom of the screen, while overhead subtitles display background conversations above NPCs’ heads.

Text Size and Overhead Text Size

This option allows players to adjust the size of the cinematic, radio, and overhead subtitles for improved readability. Players have six size options available for text size and five options for overhead subtitles — ranging from size 32 to 62.

Background Opacity

A slider that can adjust the background opacity of cinematic subtitles, improving subtitle visibility.

Aim Assist

This setting enhances how much the game assists the player while aiming. There are three separate settings for aim assist: aim assist for melee combat, vehicle combat, and ranged combat.

Levels:

  • Ranged combat: off, light, standard, and substantial.
  • Melee combat: off, light, standard.
  • Vehicle combat: on and off toggle.

Snap to Target

A toggle that allows target snapping when aiming with firearms.

Additive Camera Motions

This setting reduces the amount of secondary camera movements, which may help players who experience motion sickness.

Weapon Sway

A toggle that determines whether the weapon sway while aiming is applied to the camera or the weapon’s position

Controller vibration

Allows players to adjust the vibration level of their controller.

Center of Screen Dot Overlay

When turned on, this toggle adds a dot in the center of the screen to help prevent motion sickness.

User Interface Haptic Feedback

A toggle to disable haptic feedback when interacting with the user interface

Features coming with Update 2.1

Larger Fonts

A toggle that changes certain font sizes in the user interface. This change will primarily affect:

  • Most of the tooltips
  • Most settings screens
  • Loading screen tips
  • Some elements on the load and save menus
  • Button hints at the right bottom of the screen
  • Category names in the inventory
  • HUB menu – including the available numbers and text above the skill/attribute button
  • Database Entries
  • Small adjustments in the journal
  • Adjustments on the crafting/upgrading panels
  • Stats
  • Small adjustments to the scanner.
  • Number of available items on the wardrobe
  • Number of crafting components in the backpack
  • Numbers of items – including consumables, food, and drinks.

Hacking Minigame Time Limit

Removes the timer in the Breach Protocol minigame.

Larger HUD Elements

A toggle that increases the size of the HUD to make it larger for improved readability.

Remove HUD Visual Effects

Removes the chromatic aberration effect, also known as “ghosting,” in the HUD. This effect can primarily be seen on the minimap, tracked quest, current weapon, available equipment, and items.

Reduce HUD Decorative Elements

This option hides elements unnecessary for gameplay from the HUD to reduce clutter and improve visibility.

Remove HUD Lens Distortion

Disables the lens distortion effect from the HUD. This primarily affects the settings menu and the minimap.

Weapon Cycling to Arm Cyberware

An option that can enable or disable cycling to arm cyberware when cycling through equipped weapons.

Adaptive Triggers and Trigger Effect Intensity

A toggle that can disable the adaptive triggers on the DualSense controller and a slider to control its intensity.

Here, I thought the studio was “done” with adding anything major, and they do this. I’m not complaining, as more updates and features are always welcomed.

Cyberpunk 2077 Update 2.1 launches December 5 for PC, PS5, and Xbox Series X|S. Once it’s out, expect us to post the complete patch notes.

Source: Cyberpunk.net (1, 2)

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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NHL 24 Update 1.22 Slaps Out for Patch Version 1.2.2

EA has pushed out NHL 24 update 1.22 (PS5 version 1.022), and this is for patch version 1.2.2. This is a minor update which deals with loading issues more than anything else. Read on for the official word from EA about it.

NHL 24 Update 1.22 Patch Notes | NHL 24 Update 1.022 Patch Notes | NHL 24 Update 1.2.2 Patch Notes:

Hello, everyone. Patch 1.2.2 will be released today at 12 pm ET. This patch will help us better diagnose the prolonged load-times within WOC that some players are experiencing. Please finish any online games prior to this time as server downtime is expected up to an hour after the patch. There are no gameplay or tuner changes in this update.

As you can see from the announcement, there is a server outage connected to the patch in an hour. If there are any further changes made, we’ll update the article to reflect it.

Last week’s version 1.21 patch was pushed out, and that one included a host of gameplay-related changes, which you can read about here.

Source: EA Answers

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Destiny 2 Trials of Osiris Rewards and Map This Week December 1

Destiny‘s Trials of Osiris weekly PvP mode has returned this Friday with a new map and rewards. If you’re wondering about the current rotation, we’ve got you covered: MP1st’s new Destiny 2 Trials of Osiris rewards and map this week December 1, 2023 post lists down all that information in full below.

New Destiny 2 Trials of Osiris Rewards This Week December 1, 2023:

Trials of Osiris Map:

Eternity

Rewards:

  • Reputation Rank 4: Upgrade Module (2)
  • Reputation Rank 7: Enhancement Prism (3)
  • Reputation Rank 10: Trials Weapon (Changes for each rank reset)
  • Reputation Rank 13: Upgrade Module (2)
  • Reputation Rank 16: Trials Weapon (Changes for each rank reset)
  • Flawless Reward: The Messenger (Adept)

Reputation System, Trials Engrams, and Adept Farming

Win individual rounds within each match to gain Trials reputation. The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engramfrom Saint-14! This engram can be focused into any currently available trials loot you have previously obtained, or it can be taken to Master Rahool for a random Trials drop. Your reputation increases after every match completion, based on the number of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).

Once you have gone Flawless, keep playing! Every win you achieve while at the 7-win level, even if you lose your Flawless, has a chance to drop bonus Trials Engrams, adept weapons, prisms, and even Ascendant Shards. There is no penalty for losing once you’ve made it to the Lighthouse!

When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone Flawless that week. This resets your card so you can start anew.


Passages

Name Perk Cost
Passage of Ferocity Your third match win grants a bonus win. 1500 Glimmer
Passage of Mercy Forgives one loss per run. Forgives a second loss if you have not yet been flawless this week. 1500 Glimmer
Passage of Wealth Increased reputation from match wins on a ticket. 2500 Glimmer
Passage of Confidence Grants bonus rewards from Flawless Chest. 5000 Glimmer

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

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New Destiny 2 Xur Location Today December 1, 2023 (And What Xur Is Selling)

Xur is back in Destiny this Friday carrying a fresh set of Exotics, Engrams, and Legendary gear that he will sell only in exchange for Legendary Shards. For those who want to know his current hideout and wares, MP1st’s new Destiny 2 Xur location today, December 1, 2023 post details both his location and full inventory until the next Weekly Reset.

New Destiny 2 Xur Location Today December 1, 2023 (And What Xur Is Selling):

Xûr, Agent of the Nine

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

Arcadian Valley, Nessus > Watcher’s Grave

Exotic Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Prometheus Lens Energy Trace Rifle
Hawkmoon Kinetic Hand Cannon Hammer-Forged Rifling Moving Target Textured Grip

Note: Fixed perks on weapons are not displayed

Exotic Armor

Name Type MOB RES REC DIS INT STR Total Cost
Wormhusk Crown Hunter Helmet 27 6 3 12 20 2 70 23 Legendary Shards
Aeon Safe Titan Gauntlets 3 13 20 14 10 6 66 23 Legendary Shards
Crown of Tempests Warlock Helmet 11 2 21 10 2 22 68 23 Legendary Shards

Exotic Ciphers

Name Description
Xenology Complete Vanguard or Exotic playlist activities, or win matches in Crucible or Gambit. Extra progress is awarded for more challenging activities and for succeeding with clanmates.

Engrams

Name Description Cost
Exotic Engram An engram with a predestined outcome. Contains a new Exotic if any of the possible rewards remain to be collected. Preview contents for possible rewards. 97 Legendary Shards

Legendary Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Seventh Seraph SAW Heavy Machine Gun Chambered Compensator // Fluted Barrel Ricochet Rounds // Light Mag Zen Moment Elemental Capacitor
Truthteller Energy Grenade Launcher Volatile Launch // Linear Compensator Disorienting Grenades // Implosion Rounds Auto-Loading Holster Multikill Clip
Death Adder Energy Submachine Gun Fluted Barrel // Full Bore Extended Mag // Steady Rounds Hip-Fire Grip Dragonfly
Blast Battue Heavy Grenade Launcher Hard Launch // Quick Launch High-Explosive Ordnance // Mini Frags Threat Detector Auto-Loading Holster
Blood Feud Kinetic Submachine Gun Corkscrew Rifling // Extended Barrel Accurized Rounds // Appended Mag Dynamic Sway Reduction Elemental Capacitor
Path of Least Resistance Energy Trace Rifle Hammer-Forged Rifling // Smallbore Enhanced Battery // Ionized Battery Subsistence Focused Fury
IKELOS_HC_v1.0.3 Energy Hand Cannon Arrowhead Brake // Chambered Compensator Seraph Rounds // Tactical Mag Well-Rounded Frenzy

Note: Fixed perks on weapons are not displayed

Legendary Armor

Name Type MOB RES REC DIS INT STR Total Cost
Seventh Seraph Gauntlets Titan Gauntlets 7 7 18 10 10 12 64 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Plate Titan Chest Armor 2 17 14 2 10 20 65 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Mark Titan Mark 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Helmet Titan Helmet 11 2 18 12 10 12 65 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Greaves Titan Leg Armor 10 2 20 19 10 2 63 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Gloves Warlock Gauntlets 6 2 25 14 2 17 66 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Robes Warlock Chest Armor 15 6 12 12 6 16 67 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Bond Warlock Bond 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Hood Warlock Helmet 2 10 21 15 10 7 65 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Boots Warlock Leg Armor 23 6 2 20 2 10 63 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Grips Hunter Gauntlets 6 10 15 2 20 11 64 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Vest Hunter Chest Armor 20 11 2 6 10 17 66 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Cloak Hunter Cloak 0 0 0 0 0 0 0 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Cowl Hunter Helmet 10 12 12 24 2 7 67 50 Legendary Shards & 1000 Glimmer
Seventh Seraph Strides Hunter Leg Armor 11 10 12 12 2 19 66 50 Legendary Shards & 1000 Glimmer

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

(Thanks as always, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

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Pacific Drive Release Date Revealed for February 22 With New Trailer

Thanks to a brand-new trailer, we’ve got a Pacific Drive release date for early next year on PS5 and PC. Launching on February 22, 2024, the first-person driving survival game will throw players into a twisted Pacific Northwest and challenge them with supernatural dangers.

Here’s the new release date trailer, which was revealed at the PC Gaming Show yesterday:

Here’s a brief description of the game from today’s press release:

Take a brief glance behind the curtain of the Olympic Exclusion Zone’s past, the engrossing expanse at the heart of Pacific Drive. Once a shining jewel in the Pacific Northwest, it now sits behind a 300-meter wall, closed to the outside world and left to mysterious phenomena and the forces of nature. Explore distinctly fascinating new biomes as you drive deeper into the unknown; chart the Zone, uncover its hidden history and try to outrun the deadly anomalies of this surreal place.

Get behind the wheel of a uniquely capable station wagon, maintaining and upgrading your ride with life-saving tools while navigating treacherous terrain, gathering supplies and surviving tense encounters with the land’s dangerous hazards. Mysterious voices reach your car’s radio the further you drive, offering questions and dire warnings – leaving you to wonder who or what remains in this desolate place. Will you survive or become another relic in the Zone’s haunting landscape?

If that tickles your fancy, the Pacific Drive: Deluxe Edition is also available. It features a copy of the game, three art cards, a traveler’s journal, a reversible game coversheet, and a pack of in-game station wagon cosmetics.

We’re excited to see how the game turns out. It’s got a really unique spin to it and it seems like there’s plenty to discover in the dreaded Exclusion Zone.

Pacific Drive releases on February 22, 2024 for PS5 and PC. If you want to see more gameplay ahead of release, you can check out the last trailer here.

Jack Breitenbach

Game the night away!

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Battlefield 2042 Update 6.2.0 Patch Notes Revealed

As expected, DICE has revealed the complete Battlefield 2042 update 6.2.0 patch notes! This details the upcoming nerfs to the VHX and MCS-880, subsonic ammo and suppressor changes and more.

Expect the patch to be available on December 5.

Battlefield 2042 Update 6.2.0 Patch Notes:

Highlights:

  • MCS-880, G428, VHX weapon balance changes.
  • Suppressors & Subsonic Ammo balance changes.
  • Air vehicle aiming improvements such as computed impact points, aligned crosshairs for all air vehicle cameras, and HUD aim indicators.

AREAS OF FOCUS

Weapon Balance Pass

With Update 6.2 we are deploying a series of Weapon Balance changes and improvements based on your requests and in line with the overall game intent of these weapons. Take a look at some of the specific changes below and more broader changes within our changelog!

MCS-880 Rebalance

With the recent introduction of a pure Close Quarters map in Redacted, player feedback highlighted that the MCS-880 was performing beyond expectations, and we agreed. This was particularly creating unfair instances of one-hit-kills at longer ranges. Going forward, OHK’s will no longer be possible over 25 meters with the MCS-880 and it will be rarer to do so between 20  to 25 meters. Additionally, the #4 Buckshot (Ammo Type) performed the strongest at almost all ranges with Update 6.0, this will now be reduced to its intended short-range role.

G428

The G428’s role is to be a close-range DMR, as such we are reducing the Standard Issue Ammo 2-hit kill range from 40 meters to 20 meters. We’re also including a new 4-hit kill range over 125 meters. These changes will readjust this weapon into its close range, as intended.

You will also see further changes such as High Power ammo remaining viable at longer ranges, and more broader changes to recoil, accuracy and more to bring this weapon in line with other DMRs.

VHX

The VHX-D3 has received mixed feedback with some of you being for or against its damage output. While we will continue to monitor and tweak this weapon, we have decreased its starting accuracy and increased its dispersion build-up in response to players feeling it is packing too much of a punch.

Suppressor Minimap Stealth & Subsonic Ammo

Update 6.2 will also include changes to Suppressors, Subsonic Ammo and their beneficial intent of Minimap Stealth. While also factoring in the combined benefits of these two components being used at the same time. Check out our changelog further down in the Update Notes to discover more.

We’ll continue to react to feedback and to monitor both of these aspects of gunplay, our intention is to promote as much variety in weapons and builds as possible and we’ll continue to work on that goal.

Looking more broadly, we’ll continue to look for opportunities to improve both Shotgun, Suppressor and Subsonic Gunplay, and you can continue to expect more improvements in these areas in the future.

Air Vehicle Impact Improvements

Throughout recent months we have heard players request further improvements when it comes to vehicle aiming and crosshair alignment. With Update 6.2, the Vehicles Team will be rolling out computed impact points that take into consideration several factors such as Vehicle Velocity, Angular Velocity, Gravity and Drag to draw an accurate impact point of up to 300m.

Additionally we’ve also aligned the Vehicle Crosshair on all cameras that are available on Air Vehicles with this point, ensuring that player crosshairs are as accurate as they can be.

This feature will behave as a reliable impact point on vehicles with one weapon such as on Jets, however Air Vehicles that feature two weapons under their wings like the MD540 Nightbird will perform slightly different. We will therefore calculate the distance on both weapons and draw the average of both as the impact point so the actual weapons depending on your distance to target could still hit the sides of this center point but players will now be able to anticipate and read this.

Air Vehicle HUD Improvements

A common request from our air aficionados is for improvements to be made that would allow for an improved state of communication between Gunner and Pilot. The Vehicle Team have been working on bringing a feature from previous titles into Battlefield 2042 where the HUD will now feature aim indicators which will highlight the direction of aim for the Gunner and Pilot.

As a Gunner, this should now help orient yourself in respect to the direction that the Pilot is heading in, and it will also allow for the Pilot to understand what your current priorities are when it comes to engaging with ground targets.

CHANGELOG

AI, Soldier and General Improvements

  • Player Cosmetics are now sorted by Equipped, Default, Unlocked and then any remaining items within the Collection screens.
  • Fixed an issue where some Vehicle Loadouts would not correctly apply ingame.
  • You will now be able to alter the color identifier for Armor via Options / Display / HUD General / Colorblind / Custom list.
  • Fixed an issue that prevented AI from using the zipline near the oil rig on Irreversible.
  • Fixed an issue that could cause the recoil reduction bonus to not apply when in crouch and prone with some weapons

Maps and Modes

  • Fixed an issue on Redacted where some ladders had appeared as scalable, while the intent was for them to be the opposite.
  • The Penguins have ensured us that the EOD Bot will no longer fall through the metal grids on Redacted.
  • Fixed the high contrast on the cliffs placed on Spearhead. They’re back to their natural beauty.
  • Escalators on Kaleidoscope now have structural integrity back – you should not be able to see through walls anymore.
  • Some walls on Redacted have also regained its structural integrity. Projectiles are not able to pass through it and into US HQ anymore.
  • Provided further instruction manuals to AI Soldiers, resulting in them no longer getting stuck on walls within Redacted.
  • Fixed spelling in the Codex. It’s “Namaqualand”.
  • RU HQ doesn’t offer protection anymore over the stones next to it on Arica Harbor.
  • No more sneaky placement of the insertion beacon near C sector on Redacted.
  • We have decided that moving platform on Spearhead can’t kill you anymore.

Gadgets & Specialists

  • Fixed an issue that could cause players to automatically switch from Grenade to Primary weapon when exiting a vehicle.
  • Ammunition and Health Pouch icons should now be easier to see.
  • Fixed an issue where certain gadgets would trigger an ammunition warning where it was not applicable.
  • You will no longer benefit from minimap stealth when shooting with underbarrel launchers whilst having a suppressor equipped.

Vehicles

  • Air Vehicles will now benefit from computed impact points on select weaponry, this will result in further improvements to vehicle aiming and crosshair alignment.
  • Improved audio mixing for air vehicles.
  • Fixed an issue causing prone players to take reduced damage from vehicle blast damage.
  • Helicopter and Jet anti-vehicle missiles now have the same 800m range.
  • Aligned crosshair with impact point on all cameras for air vehicles.
  • Fixed several TOR Tank visual issues during matches and within the loadout screen.
  • Fixed an issue that caused Concussion Grenades to not correctly apply to open seat vehicles.
  • Reduced the 30mm tracer visual intensity on Attack Helicopters.
  • 35mm canon and Wildcat will now correctly eject both casings when fired.
  • Fixed the camera snap into the vehicle when colliding into certain objects at high speed.
  • Fixed the M1A2 in Portal not taking turret systemic damage.
  • BMD-3 in Portal will now correctly display health and vehicle icons.
  • Lowered elevator response time on jets, it should now be easier to pitch correct when flying and making micro adjustments.
  • Updated sticky input on jets when flying using a mouse.
    • Dev note: This might take some getting used to. Try it out and let us know how you feel.
  • Fixed an issue causing Hack and EMP effects to not properly apply on civilian vehicles.
  • The Repair Tool will now work slower on vehicles with systemic damage.
  • Fixed an issue with the TOW guided mechanic where missiles would fly towards objects behind obstacles leading to inaccurate shooting.
  • Updated missile spawning from weapons.
    • Dev comment: This should lead to a more seamless, tight and connected experience.
  • All aircraft missiles will now fire in a single shot pattern rather than full auto.

Weapons

  • Fixed the description of the Spook Y Suppressor.
  • Fixed stats for Factory Mounts underbarrel.
  • Fixed Type 88’s Foregrip’s hip fire Accuracy penalty sometimes not having the right effect.
  • Fixed some animation issues on L9CZ sights while shooting.
  • Fixed minor issues in sound effects when using muzzle brakes on L9CZ.
  • Fixed incorrect descriptions for Suppressors in Portal weapons.
  • Fixed an issue where receiving melee damage could cause a reload action to be stopped.
  • Bipod is now visible in the PKP-BP’s weapon icon.
  • MCS-880 crosshair now better displays the different pellet spread angles depending on equipped buckshot ammo type.

Subsonic Ammo

  • Increased subsonic magazine capacity for MP90 from 21 to 25 bullets.
  • Increased subsonic magazine capacity for K30 from 21 to 30 bullets.

Suppressor Minimap Stealth

  • Light Suppressors will now benefit from Minimap Stealth from 30 meters and below.
  • Light Suppressors + Subsonic will now benefit from Minimap Stealth from 15 meters and below.
  • Heavy Suppressors will now benefit from Minimap Stealth from 15 meters and below.
  • Heavy Suppressors + Subsonic will now benefit from full Minimap Stealth when firing.

Suppressors

  • Updated Muzzle Flash Visibility Reduction stat for some barrel attachments

PB Heavy Suppressor

  • Damage multiplier has changed from 0.85x to 0.9x
  • Bullet velocity multiplier has changed from 0.8x to 0.85x

Type 4 Heavy Suppressor

  • Damage multiplier has changed from 0.9x to 0.95x
  • Damage multiplier has changed from 0.75x to 0.8x

Box Suppressor

  • Bullet Velocity has received a slight increase

Buckshot Ammo

  • Updated the ammunition type description to better reflect their gameplay effects.

G428

  • Standard Issue ammo: 2-hit kill range reduced from 40m to 20m. New 4-hit to kill distance over 125m.
  • High Power ammo: 2-hit range reduced from 50m to 40m.
  • Increased vertical and horizontal recoil.
  • Slightly decreased stability effect when firing bursts in full auto.
  • Increased maximum dispersion during full auto by 15%.
  • Increased dispersion per shot in both single and full auto by 7%.
  • Slowed ADS speed slightly.
  • Tweaked animation settings to match the increased recoil.

VHX-D3

  • Decreased initial standing accuracy
  • Increased dispersion per shot

AP Grenade launcher ammo increased from 1-2

  • This change affects AK24, LCMG, SFAR-M, SVK

RPK-74M

  • Corrected the amount of ammunition shown for the extended magazine size in the collection screen.
  • Fixed an issue where the mesh of some muzzle attachments:

LMG

  • Corrected the amount of ammunition shown for the extended magazine size in the collection screen.

Commando Knife

  • Fixed an issue that caused the animation after a melee attack to not work properly.

AEK-971

  • Fixed an issue causing the Flash Suppressor to sometimes overlap with other attachments.

MP412 Rex

  • Fixed an issue with the swapping animation when equipping the MP412 Rex.

M240B

  • The extended magazine in the plus menu is now equipped by default.

SWS-10

  • Fixed sound effect issue when using PB Heavy Surpressor.

12M Auto

  • Fixed shell ejection when using Flechette Ammunition.

XM8 Prototype

  • Fixed M320 Buck Crosshair Size for Bad Company 2’s XM8 Protoype

MTAR-21

  • Fixed incorrectly placed muzzle smoke visual when using PB Heavy Suppressor.

AC-42

  • Fixed ejected casing textures when using subsonic ammunition.

AS-Val

  • Fixed an issue where an iron sight mesh was showing unintendedly when using some scopes.

Super 500

  • Damage and dispersion tweaked to provide more consistent and higher damage over 10m, but lower chance to get a OHK.

GEW-46

  • Damage over 100m changed from 22 to 20 per bullet.

Ghostmaker R10

  • Updated Minimap Stealth stat, and added suppressed icon.

NVK-S22

  • Icon for #01 buckshot has been updated.

According to DICE, players can also expect to see “new ways to play,” a new mode and new cosmetic rewards to be available in “the coming weeks.” Once we know more about that, we’ll let our readers know.

Will we get a Season 7 confirmation before the year is out? Or are we even getting it at all? Your guess is as good as ours at this point.

Source: EA

More Battlefield Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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

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

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Construction Simulator Update 1.26 Hammers Out for Hotfix 9.3

Software Entwicklung has released Construction Simulator update 1.26 (PS5 version 1.026), and this is for Hotfix 9.3! Check out the list of changes in the official patch notes available below.

Construction Simulator Update 1.26 Patch Notes | Construction Simulator Update 1.026 Patch Notes | Construction Simulator Update 9.3 Patch Notes:

Heads up! We just released a small update to address a few issues with corrupted save games, cargo objects and more. If you’ve had issues getting past the initial screen, please let us know if this issue is now fixed for you!

Patchnotes Hotfix #9.3
  • Fixed situations where savegames were not written completely on application quit
  • Fixed situations where corrupted savegames prevent leaving the initial screen
  • Fixed multiple problems with syncing cargo objects which produced physics explosions
  • Fixed multiple situations where player can not join a multiplayer game
  • Improved the synchronisation of missions
  • Improved the synchronisation when filling vehicles in the gravel plant
  • Improved job overview: Tasks are now sorted in a better way in the job planning screen
  • Fixed some crashes when starting the game
  • Graphical improvements

That’s it for this title update.

Source: Steam

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Grand Theft Auto 6 Announcement Trailer Dropping on December 5

It’s almost here! As promised by Rockstar Games, the Grand Theft Auto 6 announcement trailer is set to be unleashed this December 5 at 9 am ET/6 am PT/10 pm HKT!

When Is the GTA6 Announcement Trailer Airing?

Per the press release, Rockstar Games has confirmed that GTA6 will officially be revealed this coming Tuesday, December 5!

Hopefully, we’ll get more than just a title reveal, and get to actually see gameplay. Finally, all the rumors, speculations and whatnot will finally be put to rest when Rockstar reveals the game’s first official trailer. For some odd reason, Rockstar won’t name it as Grand Theft Auto 6. Could we be getting a title change in how the games in the franchise are numbered? I wouldn’t count on it but we’ve seen stranger things happen.

Of course, even if the game hasn’t been named yet, and hasn’t even gotten any trailers, it has still been active in the news, as a flood of early gameplay surfaced last year. This was something Rockstar acknowledged, and mentioned that development was still going as planned.

Aside from our first look at gameplay (hopefully), perhaps we’ll also get a release date? That might be stretching it but who knows.

Expect Grand Theft Auto 6 to be announced for current-gen platforms, with a PC version possibly to follow (as has been the case with each major franchise entry).

As for GTA5, Rockstar has announced a major update coming to GTA Online this December, which you can read about here.

Related Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Street Fighter 6 Update 1.08 Released During Maintenance (Update 2)

Capcom has released Street Fighter 6 update 1.08 during the fighting game’s maintenance period this November 30. Read on below for the SF6 new update patch notes, and servers outage schedule.

Street Fighter 6 Update 1.08 Patch Notes | SF6 Update 1.000.008 Patch Notes:

Size: 5GB

Update 2: Added the official patch notes and battle changes.

Goods Shop Items Added
– The “Happy Holidays” Fighting Pass has started.
– Challenge Customization: Cartoonish
– Outfit 3 for the launch roster (18 characters)
Outfit 3 for the additional Year 1 characters is currently planned to go on sale at the time of Akuma’s release.

Fighting Ground
– New features have been added to Battle Settings:
• When “Link to Outfit” has been selected as your Challenge Customization option, if your character is wearing Outfit 2 or Outfit 3 this will now be reflected in the challenge illustration.
• An “Opponent Outfit Settings” option has been added. With this setting you can now set what outfit and color you want each character to appear in when you face them online. (Your options will be limited to outfits and colors, and the changes will only be reflected on your screen.)
– Some additional lines and patterns have been added for some of the Live Commentary feature’s commentators.

Warning Regarding Replays
After updating, you won’t be able to play back replays from earlier versions.

CFN > Replay
• Replays saved to your Replay List will remain saved, but cannot be played back.
• Replays from earlier versions will not show up in Search results.

Fighter Profile
History data from earlier versions will not be displayed.

Battle Hub
– The number of Battle Hub servers available has been adjusted.
– A new “Intermediate” server, for beginners and intermediate level players, has been added.
– League-Separated Tournaments have now been broken down into finer groups. The Rookie, Iron, Bronze, Silver, Gold, Platinum, and Diamond ranks will each have their own exclusive tournaments, while there will be combined tournaments for Master and Legend rank players.
– The following events have started:
• NERDS collab (December 1, 2023 – January 9, 2024)
• Baki series collab (December 1, 2023 – January 9, 2024)
Other events, such as tournaments, challenges, and birthday celebrations are also being prepared.

World Tour
– The number of entries that can be registered to Favorite Gear has been increased to 100.
– Some perk effects have been adjusted
• Fatal Counter: Outgoing damage boost has been decreased, and incoming damage boost increased. It is also now not possible to stack this perk for an increased effect.
(After the adjustment: Counter Outgoing Damage +50%, Counter Incoming Damage +50%)
• Cross Counter: Outgoing damage boost has been decreased, and incoming damage boost increased.
(After the adjustment: Counter Outgoing Damage +25%, Counter Incoming Damage +25%)
The damage boost values have been adjusted to keep them below the adjusted damage boost values for Fatal Counter.
• Flash: Increased the damage boost granted based on the amount of gauge consumed. Adjusted so that a single instance of this perk can result in a maximum of 180% outgoing damage.

General
– If your opponent disconnects during an online battle, you will now be able to confirm information on that opponent after the disconnect.
– You will now be able to set your Avatar Recipe Sharing Scope to “Private” under Privacy Settings in Options, so that your recipes are not shared online.
– The date and time you can enter a tournament from will now be displayed on the tournament entry screen.
– We’ve made it easier to notice if a Score Boost is active when playing an Extreme Battle with the “Smash and Grab” x “Lucky Drone” rule and gimmick combination.

Bug Fixes
– Fixed an issue where the frame values of certain moves would not be displayed properly when watching a replay or spectating a match.
– Fixed an issue with Custom Room Team Battles, where if one of the players fighting skipped the victory animation from the second fight onward, the victory animation would not be skipped for those spectating, meaning their feed of the fight would fall behind.
– Other miscellaneous bugs were also fixed.

Known Issues
– During Avatar Battles there are some attacks with follow-ups that should only be possible upon landing a hit with the initial attack, but can currently be activated on block. We are currently working on a solution to the issue.

BATTLE CHANGES:

All Fighters

Assisted Combo

Fixed an issue that caused the Assisted Combo input buffer start timing to be 1 frame slower than expected. With this fix, another issue that caused Chun-Li and Kimberly’s Assisted Combos to not continue when attempting a jump cancel at the same time a button was pressed is also fixed.

Taunt

There was an issue that caused a Taunt to be performed when canceling into a special move from a normal attack, etc., when the player mistakenly hit other buttons at the same time. It has been fixed so that special moves cannot be canceled by Taunts on the 1st frame of the attack.

Perfect Parry

Fixed an issue where invincibility time was shortened when specific actions were taken after a successful Perfect Parry.

Wake-up recovery input buffer

  • Changed the input buffer time when recovering from 4 frames to 7 frames.
  • Fixed an issue where if the opponent performs a Super Art, if certain attacks are input immediately after the screen darkens, once the screen transition is finished, the move will be performed.

A.K.I.

Crouching Heavy Kick

Fixed an issue where the attack was given a low hit property from frames 2 – 5. This has been fixed to a high hit property.

Chi Wen (→+Heavy Punch)

Fixed an issue where A.K.I.’s recovery would increase when her techniques are Perfect Parried.

Light Serpent Lash (↓↘→+Light Punch)

Fixed an issue where A.K.I.’s recovery would increase when her techniques are Perfect Parried.

Medium Serpent Lash (↓↘→+ Medium Punch)

Fixed an issue where a move would not be performed if Down was input during a successful command input when using Modern controls.

Medium Snake Step (Neutral+SP)

Fixed an issue where Medium Snake Step would be performed when certain commands other than the SP Button were input when using Modern controls.

Overdrive Snake Step (Assist+Neutral+SP)

When using Modern controls, pressing the SP Button by itself performed Snake Step. However, the canceled version of Overdrive Snake Step would be performed after Nightshade Pulse even if you were holding a direction input.

Due to this, if the player attempted to repeatedly press the button while inputting Overdrive Nightshade Pulse, Overdrive Snake Step would unintentionally be performed. Due to this, the canceled version of Overdrive Snake Step can only be performed with no direction input.

Entrapment (↓+2 Punches > Light Punch+Light Kick)

1. Fixed an issue where the hit effect would not be displayed on Punish Counter.

2. Fixed an issue where a mid-air opponent would look they were being thrown when specific attacks hit.

Overdrive Cruel Fate (↓↙←+2 Kicks)

Fixed an issue where immediately after A.K.I. jumps over the opponent, the command input would be the opposite of the original direction.

JP

Air Throw

Fixed an issue where if a mid-air throw was attempted after warping via Departure: Window, JP would not have the Punish Counter/Forced Knockdown property attached to him.

Bylina (→+Heavy Kick)

1. Fixed an issue where if the 2nd attack was blocked low, it could not be canceled.

2. Fixed an issue where if the 2nd attack’s active part on hit caused the cancel to be 1 frame slower.

Embrace (↓↙←+Kick)

Fixed an issue where the attack would not hit an opponent facing backward.

GUILE

Solid Puncher (Super Art Level 2)

Fixed an issue where while Solid Puncher is active, Drive Gauge recovery amount was different from normal depending on time elapsed.

On ground (Normal)
Every frame: changed from 50 to 40

Mid-air (Normal, Burnout)
Every frame: changed from 10 to 20

Backward Throw

Fixed an issue where the animation during a throw was off when performed on big characters.

CAMMY

Fatal Leg Twister (↓↘→+Punch > Light Punch+Light Kick)

Fixed an issue where a mid-air opponent would look they were being thrown when specific attacks hit.

JAMIE

Tensei Kick (↓+2 Kicks)

Can no longer be canceled by taunts on the 1st frame of the attack.

JURI

Feng Shui Engine (Super Art level 2)

Fixed an issue where while Feng Shui Engine is active, Drive Gauge recovery amount was different from normal depending on time elapsed.

On ground (Normal)
Every frame: changed from 50 to 40

Mid-air (Normal, Burnout)
Every frame: changed from 10 to 20

DEE JAY

Speedy Maracas (↓↓+2 Punches)

1. Fixed an issue where a Punish Counter property was added after the 2nd frame of the technique when the command was input by plinking the Punch buttons, causing the game to recognize it as a canceled activation.

2. During Modern controls, Speedy Maracas could not be performed if the player attempted to plink the command as Down+Medium Attack > Heavy Attack.

*Plinking: Quickly pressing two or more buttons exactly one frame apart

3. Fixed an issue where the technique would not end even if the button was released when the player had 1 bar of Super Art gauge or less.

4. Fixed an issue when using Modern controls where the button required to continue the technique was different depending on the amount of Super Art gauge.

BLANKA

Rock Crusher (→+Medium Punch)

The amount of Drive Gauge obtained by the opponent when 2nd attack was blocked was changed from 1250 to 625. Please note that if the 1st attack is blocked, the 2nd attack is considered a high attack.

Standing Heavy Punch

1. Fixed an issue where Blanka’s recovery would be extended when this attack collides with an opponent’s Drive Parry, Perfect Parry or super armor. *The extended recovery when this attack misses is by design. 2. Fixed an issue where the special move input buffer timing was earlier than expected when Super Art 2 is active.

Standing Light Kick

Fixed an issue where while Lightning Beast is active, the hurtbox in front of the character before an attack starts gets hit by an opponent’s cross-up attack.

Standing Medium Kick

Fixed an issue where while Lightning Beast is active, the special move cancel input buffer timing is earlier.

Crouching Light Punch

Fixed an issue where while Lightning Beast is active, the hurtbox in front of the character before an attack starts gets hit by an opponent’s cross-up attack.

Crouching Medium Punch

Fixed an issue where while Lightning Beast is active, the hurtbox at the feet is smaller than normal.

Jumping Medium Punch

Fixed an issue where while Lightning Beast is active, the collision pushbox would not expand when the attack hits.

Overdrive Rolling Attack (Charge ←, →+2 Punches)

Fixed an issue where while Lightning Beast is active, the input buffer to cancel into Rolling Cannon would not work.

Heavy Rolling Attack (Charge ←, →+Heavy Punch)

Fixed an issue where while Lightning Beast is active, the bounce back distance became shorter when the attack was Perfect Parried.

Vertical Rolling Attack (Charge ↓,↑+Kick)

Fixed an issue where while Lightning Beast is active, the input buffer to cancel into Rolling Cannon would not work.

Overdrive Backstep Rolling Attack (↓↙←+2 Kicks)

Fixed an issue where while Lightning Beast is active, the active frames of the first attack would be 2 frames shorter.

Lightning Beast (Super Art Level 2)

Fixed an issue where while Lightning Beast is active, Drive Gauge recovery amount was different from normal depending on time elapsed.

On ground (Normal)
Every frame: changed from 50 to 40

Mid-air (Normal, Burnout)
Every frame: changed from 10 to 20

MARISA

Javelin of Marisa (Super Art Level 2)

Fixed an issue where the attack start up is 1 frame faster when the button is released with specific timing.

RASHID

Ysaar (Super Art Level 2)

1. Fixed an issue where if you performed a boostable special move on the final state of the tornado, you could not boost a special move again afterwards.

2. Fixed an issue where if you kicked the tornado during its final state with Arabian Cyclone, it would move at the same speed as before it was kicked.

RYU

Collarbone Breaker (→+Medium Punch)

The amount of Drive Gauge obtained by the opponent when 2nd attack was blocked was changed from 625 to 1250.

Please note that if the 1st attack is blocked, the 2nd attack is considered a high attack.

CHUN-LI

Lotus Fist (↓↙←+Punch > Heavy Punch)

The amount of Drive Gauge obtained by the opponent when 2nd attack was blocked was changed from 1250 to 2500.

Please note that if the 1st attack is blocked, the 2nd attack is considered a high attack.

Jumping Medium Punch

Fixed an issue where the 1st attack was considered a high attack between the 3rd and 4th active frames.

E.HONDA

Ultimate Killer Head Ram (Super Art Level 2)

Fixed an issue where if you performed the attack with the SP Button while using Modern controls, the charge time would be 5 frames longer.

Update: Capcom has announced that maintenance is over and have provided the schedule for the NERDS and Baki collabs!

A collaboration between Street Fighter and the popular manga series Baki is underway! We’re giving all players who log in during the period below special in-game collab items!

Collab availability:
PST 12/1/2023 00:00 ~ 1/8/2024 23:59
UTC 12/1/2023 08:00 ~ 1/9/2024 7:59
JST 12/1/2023 17:00 ~ 1/9/2024 16:59

Street Fighter and popular fashion brand NERDS have teamed up for a special collaboration! We’re giving all players who log in during the period below a special gift of 4 BGM tracks from the collab album, “STREET FIGHTER 6 X NERDS CLOTHING PRESENTS: STEEL SESSIONS”. Available now!

Collab availability:
PST 12/1/2023 00:00 ~ 1/8/2024 23:59
UTC 12/1/2023 08:00 ~ 1/9/2024 7:59
JST 12/1/2023 17:00 ~ 1/9/2024 16:59

If there are patch notes released, we’ll update the article again.


There are no notes from Capcom yet, though expect them after the maintenance (scheduling below). What we do know is that a new outfit pack is releasing today, along with some festive skins and more challenger customization options. 

Maintenance Period

Friday, December 1 1:00 p.m. – 5:00 p.m. JST Thursday, November 30 8:00 p.m. – 12:00 a.m. PST Friday, December 1 4:00 a.m. – 8:00 a.m. UTC

Caution – The maintenance period may change. – All online content cannot be used as players cannot log in during the maintenance period. – Regardless of their availability periods Challenges, Fighting Pass, Shop, etc. cannot be accessed during the maintenance. Be sure to access them if needed before the maintenance.

As always, we’ll have the Street Fighter 6 patch notes listed above once Capcom has released them. For now, expect this update to be mainly about the new skins being added. If you happen to spot anything while playing the game offline, let us know!

Source: Street Fighter

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Street Fighter 6 Update 1.008 Out With Festive Skins and New Outfits

Street Fighter 6 update 1.008 is out now on last-gen and current-gen platforms and seems to prepare the game for soon-to-be-released skins and other customization options. Read on for what’s new in the SF6 update patch notes for November 15.

Street Fighter 6 Update 1.008 Patch Notes | SF6 Update Patch Notes for November 30:

Size: 5GB

While Capcom has yet to release any official notes, we do note from recent tweets that new challenger customizations were set to arrive, with some new festive skins and outfits.

Street Fighter 6 servers are currently down for planned maintenance (schedule listed below), so we expect the full patch notes to drop afterward. For now, expect the new content listed above.

Maintenance has been scheduled. Please see below for further information.

Maintenance Period

Friday, December 1 1:00 p.m. – 5:00 p.m. JST Thursday, November 30 8:00 p.m. – 12:00 a.m. PST Friday, December 1 4:00 a.m. – 8:00 a.m. UTC

Caution – The maintenance period may change. – All online content cannot be used as players cannot log in during the maintenance period. – Regardless of their availability periods Challenges, Fighting Pass, Shop, etc. cannot be accessed during the maintenance. Be sure to access them if needed before the maintenance.

The previous Street Fighter 6 update brought some balancing changes, and though this patch is coinciding with the new skins, could we possibly be in for more balances?

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Rust Update 1.84 Adds Community Servers and More

Rust update 1.84 has been released by Double Eleven, and this adds a bunch of community requested features such as community servers, a combat log and more. Read on for the complete patch notes.

Rust Update 1.84 Patch Notes:

ADDED

  • Community Servers.
  • Requested Community updates.
  • Combat Log.
  • Lootable underwater crates.
  • New Recycler animations.
  • Increased Small Box storage from 12 to 18 slots.
  • Increased Large Box storage from 30 to 48 slots.

GAMEPLAY

  • Added blood cloud and water FX when attacked by a shark.
  • Counter number no longer visible through walls.
  • Fixed a bug causing players to get invalid shots when targeting a player on a moving Row Boat/RHIB.
  • Fixed a bug where players could clip through ceilings using Ladders.
  • “Getting Your Five a Day” now triggers when a player has eaten five fruit/vegetables within a single day.
  • Player position no longer affects Boat Push/Mount interaction.
  • Players no longer only see blue when irradiated and in cold water during the night.
  • Players’ cameras no longer pull downwards when at a particular depth while swimming.
  • Quest item for “Tackle the Day” no longer missing.
  • Radiation now damages players correctly.
  • The Player’s hand no longer moves back and forth while holding an item and riding a Horse under certain conditions.
  • “Treasure Hunt” Mission now finishes once the Treasure box has been completely looted.

MONUMENTS

  • Bradleys remains now disappear when destroyed.
  • Fixed texture issues at the Airfield, Dome, Lighthouse, Train Yard, Harbor, Satellite Dish, and Oil Rig.
  • Gaps in terrain no longer appear at Outpost.
  • Launch Site buildings now render properly.
  • Oil Rig Cargo Helicopter no longer flips over and dies when an explosion occurs underneath it.
  • Oil Rig smoke stack flame no longer casts a shadow in the sun.
  • Players are no longer able to get stuck between Recycler and hobo barrel in Outpost.
  • Players can no longer shoot Scientists hands that clip through walls at Large Oil Rig.
  • Players no longer get stuck in gaps in the Mining Outpost roof.
  • Scientists no longer stuck inside the vent on top of the red keycard room on the Large Oil Rig.
  • The Cargo Ship no longer flickers in and out of view.

WORLD

  • All NPCs now use their respective character model and gear.
  • Animal footsteps are no longer missing.
  • Attack Helicopters no longer orbit around players who aggro it when in Safezone.
  • Boats no longer lose buoyancy when pushed off of floating junkpiles.
  • Chinook patrol area now matches Steam Version.
  • Door Controller lights are now the correct color.
  • Fixed a number of instances where z-fighting could occur.
  • Fixed an issue where players could glitch through a cliffs by placing sleeping items beneath it.
  • Fixed animal corpse ragdolling when killed by a player.
  • Fixed gaps between rocks and terrain.
  • Fixed river source particle effect when bright at night.
  • Fixed rubberbanding that could be seen when helicopters fly across the map.
  • Fixed various texture, LOD and collision issues.
  • Half Wall no longer flickers when walking backwards slowly.
  • Impact decals on Mineral Nodes are no longer shiny and reflective.
  • Light meshes now have emissions.
  • Mission Vendors no longer hardlock the game.
  • Night length is no longer 50 by default.
  • Players are no longer able to clip through certain ice sheets.
  • Players are no longer able to clip through foundations using a Kayak.
  • Players are no longer able to get inside the High External Stone Wall from the bottom.
  • Players are no longer able to shoot through Siren Lights placed on Metal Embrasures.
  • Remains now appear when the Attack Helicopter is destroyed.
  • Sheet Metal Wall no longer has static lines during the afternoon.
  • Stone & Wood roof wall no longer has gaps.
  • The Hostile Timer radius around the Safe Zone is now a reasonable size.

ITEMS

  • Fixed orientation of Acoustic Guitar when held by players.
  • All storage slots are now usable in the Rowboat Storage.
  • Dropbox Storage doesn’t take extra items from player’s inventory.
  • Fixed an issue where the Large Furnace would not give comfort when turned on.
  • Fixed Boat animations.
  • Fixed the Python Revolver orientation when placed in an Auto Turret.
  • Fixed the RF Transmitter so it no longer adds 01 automatically and the red light works correctly.
  • Fixed the Rug crafting recipe.
  • Holosight and Simple Handmade Sight zoom ins are no longer different when changing between 60-90 FOV.
  • Incendiary Rockets now match the Steam version.
  • Items are now sent to the rear container of the Drop Box when the player submits the item for the front container.
  • Jackhammer now auto-hits all sweet spots on mining nodes when mining.
  • Kayaks no longer get launched high up in the air when shot with a rocket.
  • Locked Crate collision no longer persists after looting it.
  • Memory Cell lights now show correctly.
  • Miners Hat light is no longer too intense on close objects.
  • Object placement silhouette now shows red when hovering over a spot where the held item cannot be placed.
  • Player is no longer restricted to Diving Masks vision despite player character and gear.
  • Pump Jack fuel storage no longer accepts any item, only Low Grade Fuel.
  • RHIB storage now matches the Steam Version.
  • Scientist suits are no longer available at cost from Vending Machines.
  • The amount of water that is manually given is now capped to the maximum amount that the Water Pump can hold.
  • The cooldown timer between Beds and Sleeping Bags are now independent when first placed.
  • Wall deployable electrical components can no longer be placed on Walls.
  • Water Bucket no longer clips through players hands at certain perspectives.
  • Water Purifier no longer transfers when nothing is connected.

UI

  • Correct prompt now shows when looking at Horses being ridden by other players.
  • Red Text no longer appears when rotating an item or when a player bleeds out while another player is in their inventory.
  • Rotate prompt no longer shows when equipping Netting item.
  • UI elements no longer overflow onto other UI elements.

AUDIO

  • Beeping SFX is now heard when entering codes using button shortcuts.
  • Python Revolver Auto Turret now has correct SFX when firing.
  • SFX now plays when hitting a melee weapon against any object underwater.

OTHER CHANGES

  • Changed the rate at which players could spawn on tiny islands disconnected from the main island.
  • Fixed a freeze that could occur when looking at the Water Purifier and holding deployables.
  • Options are now saved accordingly while in a server.
  • Reporting a Player with comments no longer causes an empty Code of Conduct window to appear.

Source: Rust

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Diablo 4 Abattoir of Zir Dungeon – Here’s Everything You Need to Know Before Launch

Diablo 4 Abattoir of Zir arrives next week, but before you take on the challenge, you may want to make preparations. Here’s everything you need to know about Diablo 4 Abattoir of Zir Dungeon before its launch.

Diablo 4 Abattoir of Zir Dungeon Overview:

Prepare for the Abattoir

Ready your blades, review your trusted incantations, and muster all your strength before entering the Abattoir of Zir. In World Tier IV, this challenge serves to test the most formidable wanderers of Sanctuary.

Players must have completed all Chapters of the Season Journey first, before flaying adversaries in the Abattoir of Zir. Once completed, you’ll unlock a recipe to craft a Bloodforged Sigil. Craft this at the Occultist to spawn the Visceral Channel in Ked Bardu which grants access to the Abattoir.

The Abattoir will be the hardest challenge you’ve seen in Season of Blood—the viscera will rain from above as you fight as fast as possible to staunch the Zir’s legions in this pinnacle dungeon. You will only have 10 minutes to clear enough enemies to summon the final Bloodseekers, and slay them to emerge bloodstained and triumphant.

Upon successfully completing each tier of the Abattoir of Zir, you’ll gain a recipe to craft the next tier’s Bloodforged Sigil. Completing the first tier of Abattoir of Zir unlocks the Unique Glyph: Tears of Blood.

Tears of Blood Glyph

The more you thirst, the more you will understand. The Tears of Blood Glyph is essential to conquering the various profligates dwelling in the Abattoir.

A high price is demanded for a Glyph of such strength. The Tears of Blood Glyph requires significantly more experience to upgrade it compared to a typical Paragon Glyph. Fortunately, delving deeper into the Abattoir of Zir can net tremendous sums of Paragon Glyph experience in return.

Descend to new Depths

The first level in Abbatoir of Zir is similar in difficulty to a level 100 Nightmare Dungeon. From there, endurance and cunning must be utilized for the vampire entrails to mark the evidence of your progress. Each new tier strengthens the Monsters that await, which only increases each time you descend further into the Abattoir.

The Bloodforged Sigil and Abattoir of Zir both go to Level 25, each increasingly more difficult than the last. Ready yourselves wanderer, you have much to see…

That’s everything listed on the Blizzard blog, but there’s a lot more to learn about the dungeon. Blizzard held a Campfire Chat earlier today, which dived into the new dungeon, as well as showed new gameplay for it.

You can watch the full episode below, though if you are interested in the juicy bits, here’s a short recap.

  • Prepare yourselves for the hardest challenge yet to come in Season of Blood with the new Abattoir of Zir. Starting December 5th, this endgame pinnacle dungeon will give you 10 minutes to slay all enemies and defeat Lord Zir’s loyal Bloodseekers. Upon success, you may descend further into the Abattoir, but each new tier will provide a more harrowing challenge. The Tears of Blood Glyph is essential to conquering the various profligates dwelling in the Abattoir. Brand new gameplay footage from Abattoir of Zir was shown during the livestream.
  • A new horror lurks in Fractured Peaks in Midwinter Blight, a limited-time event beginning on December 12. Become the hero of Midwinter by defeating new monsters, completing quests, and earning event progress. You can also decorate the Midwinter Square with your bloody trophies to bring hope to the people of Fractured Peaks. But be careful, a dangerous creature known as the Red Cloaked Horror stalks the lands with its Blightfiend underlings.
  • Itemization updates will be coming to Diablo IV. These updates, based on feedback from the community, are planned to go live in the fourth season next year and we will share more information in the future.

Diablo 4 Abattoir of Zir Dungeon will arrive December 5 on all platforms.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Modern Warfare 3 Skill-Based Matchmaking Addressed by Activision; Improvements Coming During Season 1

For the first time in history, Activision and the Call of Duty teams have issued a statement around Modern Warfare 3 skill-based matchmaking (SBMM(, confirming they’ll talk about it more with improvements coming during Season 1. 

Activision Acknowledges Modern Warfare 3 Matchmaking

The silence around SBMM in Call of Duty (or at least matchmaking) has been broken, as today an official statement about it was issued. 

“We know there is a lot of interest in the matchmaking experience, especially around how skill contributes to how lobbies and matches are put together.

Nothing is more important to us than the experience players have with the game, and matchmaking is a big part of that. We’ve been working on our matchmaking system for well over ten years, and we continue to spend a ton of time and energy on improving the matchmaking process.

This involves people working at our Call of Duty studios, our backend services teams at Demonware, and other groups like our Player Insights team. It’s a large effort that we’ve worked on for many years, and our approach combines latency, search time, and skill, along with many other factors, to try to find the best match experience for you.

Talking about this topic in detail can be hard, and we haven’t spent the time to pull together all of our work to share with you our insights and improvements over the many years. We’re looking forward to doing that in the coming weeks after Season 1 launches, and we’ll also make it a part of our ongoing discussions with the community.

— The Call of Duty Team”

It may not be an in-depth breakdown, but it’s something and an incredible step in the right direction. The matchmaking system has been a glaring issue with the franchise for a very long time, with it being perhaps the worst since the Modern Warfare reboot series came onto the scene.

With the Modern Warfare 3 Season 1 launch around the corner, it’s going to be interesting to see if some of these improvements manage to make it by launch. We expect plenty of tweaks post-launch, and once the teams have published any details about it, we’ll be sure to let you know. 

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.