Update: Hotfix patch is live. See this page for details. 

Happy Holidays! As we wind down an incredible year for Rushdown Revolt, we’re already looking ahead to what 2023 has in store. While we have some exciting content planned for early next year, the first thing up on the calendar is our major tournament at Genesis 9. Ahead of that event and the international qualifiers, we're rolling out a balance patch that takes a broad view at some much needed character tweaks and reins in some outliers in the current tournament meta

We have a bigger gameplay update planned after Genesis, and will be closely monitoring these changes to ensure they meet our goals ahead of what’s shaping up to be RushRev’s biggest tournament ever!

Known Issues

  • Certain character stats may display incorrectly.

  • “Difficulty joining - oops” error sometimes occurs when players queue or join a match.

Gameplay Changes

Training Mode

  • Permaspark now also grants perma-burst

  • CPU Actions no longer fail to register the first time you set them

  • CPUs no longer run away in certain cases after loading a save state

  • Emotes no longer appear in training mode

  • Debug display now shows more information on staling queue entries

General

  • Respawn timer increased: 75f → 100f

  • New mechanic: Combo Gravity

    • Some characters will have adjusted gravity when in hitstun

    • This is mainly to prevent fastfallers from slipping out of combos

  • Players now no longer incur any pushback when push-blocking

    • previously moves with high shield-push would apply a small amount even against push-block.

  • Blue burst can no longer kill players off the top blast zone

  • Fixed a bug that caused red bounces with low-knockback moves

  • The following moves now ignore character shoving

    • Ledge Roll, Neutral Tech.

    • Tech rolls and parry already ignored character shoving

  • Fixed issues that caused staling to apply incorrectly for some moves

    • This affects Weishan dSp, Seth fStrike, Velora fThrow, Velora uThrow

  • (MAYBE) Fixed a bug where autolink hits would sometimes not flinch the opponent.

  • Screenshake is now based on player velocity on death

    • Note: this means AnG totem deaths will generally have much less shake

Super Jumps

  • Side and Down Super Jumps have been nerfed across the board

  • The specifics vary from character to character, but generally gravity has been increased and horizontal force has been reduced slightly.

  • This should prevent some of the more overcentralizing confirms we see on a lot of characters, especially in Orange Band, while hopefully allowing Super Jumps to retain enough utility as a followup tool in many situations.

Shield

  • Grabbing out of shield no longer skips shield release frames if the player’s shield hasn’t been hit

  • Fixed a bug causing shield turnaround to be delayed by 4f

  • Fixed a bug that prevented turning around shield in shieldstun

  • Fixed a bug that caused shield turnarounds to do wacky stuff when turning around with a walk input

Throws

  • Normal throws now have a 0.7x Hitstun multiplier.

  • Some moves are unchanged:

    • All Urdah Throws

    • All Reina Throws

    • Seth Down Throw

Weishan

  • Side Special

    • Is now spark cancellable on whiff/shield 5f earlier

    • Shield stun: 4f → 5f

    • With these changes, the move is now -30 with no spark and +0 with spark cancel in place. It still does not grant spark on shield.

    • Fixed a bug involving clanks

  • EX Neutral Special

    • Delay between spikes: 30f → 25f

    • Distance between spikes: 2 → 1.15

    • Spike hitboxes are active 2f longer

    • Shield push multiplier: 1x → 1.5x

    • Damage 16 → 10

    • Actionability: f46(grounded)/28(landing) → f26

    • Fixed a bug that prevented buffering on the ground

  • Up Special

    • First hit (both versions)

      • Ignores knockback reduction from critical state

    • EX

      • Actionable: f19 → f18

      • Can now buffer moves out of the jump

  • Up Air

    • Max charge time: 28f → 20f

    • Base damage (strong hit): 12 → 10

    • Max damage (strong hit): 13 → 15

    • Lower DI & SDI modifier (all hits): 1.3 → 1.15

  • Down Air

    • Max charge time: 29f → 25f

    • Base damage (strong): 17 → 14

    • Base damage (weak): 13 → 12

    • Max charge damage is unchanged

  • Forward Air

    • Weishan’s guandao can no longer be hit by burst

  • Down Strike

    • Second hit now hits lower, and can cover below the ledge similar to Seth uStrike.

  • Throws

    • Back Throw

      • DI Multiplier: 1 → 1.15

Ashani

  • General

    • Combo Gravity: .015 → .012

  • Forward Strike

    • Startup: f8 → f11

    • Knockback Angle:15 → 25

    • Knockback Growth: 29 → 30

    • Bugfix: Hitstun multiplier (0.85x) now applies to all hitboxes

  • Down Strike

    • Strong hit

      • Knockback Angle: 75 → 90

      • Shield Stun: 10f → 12f

    • Weak hit

      • Knockback Angle: 70 → 80

      • Shield Stun: 10f → 8f

      • Hitboxes pulled in slightly

        • This makes strong hit slightly easier to hit

  • Back Air

    • Shield Stun: 6/11f → 5/9f

  • Up Special

    • All hits

      • Hitstun Multiplier: 0.8x → 0.7x

      • Negative Paralyzer: 0f → 3f

    • Strong Hit

      • Base Knockback: 55 → 60

    • Weak Hit

      • Base Knockback: 38 → 42

  • Neutral Special

    • Damage: 11 → 14

Kidd

  • General

    • Combo Gravity: .02 → .013

  • Milky Milks Begone

    • Back Air

      • Knockback Angle: 50 → 60

      • Base Knockback: 40 → 45

      • Hitlag Multiplier: 1x → 0.8x

    • Forward Air

      • Negative Paralyzer: 4f → 6f

      • Hitstun Multiplier: 0.84x → 0.7x

      • DI Multiplier: 1.35x → 1.5x

    • Neutral Air

      • Knockback Angle: 55 → 125

  • Down Air

    • Shield Stun: 8/8/15 → 5/5/12

  • Down Special

    • Alpha Shine

      • Knockback Angle: 75 → 90

      • Hitstun multiplier: 1x → 0.75x

      • SDI Multiplier: 1x → 1.25x

      • DI Multiplier: 1x → 1.5x

    • Beta Shine

      • Hitbox size: 0.8 → 0.85

      • Horizontal force reduced

      • Horizontal force now stales with multiple uses

      • Vertical force staling is slightly less severe

      • Now retains a portion of horizontal momentum

  • Side Special

    • No longer refreshes when hit

    • FOR REAL THIS TIME

Afi & Galu

  • General

    • Combo Gravity (Afi): .015 → .012

    • Totems no longer take extra knockback in soul points

    • Swap lockout no longer resets when totem respawns

  • Jab 1 (Both)

    • Startup: f4 → f5

    • Hitboxes pulled in slightly

  • Down Strike (Afi)

    • Startup: f6 → f8

  • Up Strike (Afi)

    • Startup: f11 → f12

  • Neutral Air (Both)

    • Shield stun: 10f → 10/8f

  • Side Special (Both)

    • Hitbox Size: 0.35 → 0.125

    • Max charge duration: 51f → 25f

    • Max angle adjustment halved

    • Physics and base arcs have been adjusted

  • Up Special

    • Both

      • Vertical stall during charge reduced significantly

      • Blastzone immune on charge release

      • Horizontal drift after hit 2 reduced

    • Afi

      • Base Force: 19 → 17

    • Galu

      • Base Force: 15 → 12

        • Charge force scaling increased to compensate

      • Base Knockback (Hit 1): 70 → 60

Seth

  • Damage buffs (does not affect knockback)

    • Forward Air: 11 → 13

    • Neutral Special: 13 → 16

    • Down Throw: 8 → 15

  • Forward Strike

    • First active frame (Hit 1): f9 → f8

    • First active frame (Hit 2): f28 → f24

    • Knockback angle (hit 1): 55 → 45

  • Down Strike

    • Hitbox height reduced slightly

  • Up Special

    • Damage: 2/3/4/5 → 2/2/2/12 (Total 14 → 18)

    • Topmost linking hitboxes are now combo-only

      • This makes the move less likely to poke through the stage

      • Does not affect the final hitbox that’s attached to Seth’s fist

    • Linking Hit 3

      • DI multiplier: 0x → 1x

      • Followups are still true, but routes can now be influenced by the opponent (ex. down + away avoids rush in place fair)

    • Final hit

      • Hitboxes slightly adjusted to link better and poke through stage less

      • Knockback angle: 10 → 0

      • DI angle multiplier: 1.3 → 1.25

  • Side Special 1 EX

    • Hitbox height reduced slightly on the ground zap

    • Can now be B-reversed in the air

  • VFX updated on some moves to better reflect hitboxes

Velora

  • Jab

    • Knockback: 45/0/45 → 47/0/50

      • This improves linking on small characters

    • Jab3 can now be delayed significantly longer out of jab 2

    • Velora can now drift horizontally during Jab3

  • Back Air

    • Uncharged

      • Knockback Growth: 60 → 65

      • Startup: f6 → f9

    • Charged

      • Startup: f23 → f19

  • Up Air (Charged)

    • Damage: 8 → 12/10 (Strong/Weak)

    • Does not affect knockback

Reina

  • Rush

    • Blade

      • Force: 24 → 26

    • Chain

      • Force: 24 → 22

  • Jab (Chain)

    • Hitbox Active: f9 → f7-8

    • Hitboxes adjusted slightly

  • Down Air

    • Chain

      • Knockback Angle: -70 → 25

      • Knockback Growth: 40 → 50

      • Hitstun multiplier: 0.5 → 0.7

      • Can now reverse hit

    • Blade

      • Damage: 13 → 12

      • Base Knockback: 35 → 30

  • Up Air (Blade)

    • Knockback Growth: 70 → 60

    • Max Charge knockback multiplier: 1.15 → 1.05

  • Up Strike (Blade)

    • Now has a strong tipper hit and a more generous weak hit

    • Strong hit

      • Active: f7-8

      • Damage: 11

      • Knockback: 80/50

    • Weak hit

      • Active: f10-11

      • Damage: 8

      • Knockback 70/30

  • Back Air (Chain)

    • Auto-cancel window start: f33 → f41

  • Neutral Special

    • Cooldown reduced: 10s → 8s

    • Projectile speed: 27 → 26

    • Startup: f11 → f14

    • No longer grants spark

      • Throw is still jump cancellable

    • Reina is now blocked from fastfalling until f15

      • This allows her to throw kunai down without fastfalling.

    • New SFX when cooldown finishes

  • Up Special

    • Can now be blocked

    • Reina drops slightly before throwing her opponent

    • End-lag on whiff increased by 11f. It can still be walljump cancelled on f35.

    • Reina can now turn around in the first 4 frames of uSp. The teleport will still not affect her facing direction.

    • Hitstun Multiplier: 1x → 0.7x

    • DI Multiplier: 1.2x → 1.3x

  • Side Special

    • Hitboxes have been adjusted to better match the animation

    • Jump cancel now consumes Reina’s double jump

    • Reina no longer clips into walls during the pull in

  • Fixed various animation/VFX/SFX bugs

    • (but not all of them)

Ezzie

  • General

    • Combo Gravity: .015 → .009

  • Up Special

    • Hit 1:

      • DI multiplier: 1x → 1.6x

    • Hit 3:

      • Radius: 1.3 → 1.2

      • Hitbox appears 1f later

        • This will make it easier to call out with an active hitbox

      • Drift after the final hit reduced slightly

  • Side Special

    • Upwards force reduced in the air

    • Stall gravity increased slightly

  • Ezzie can no longer perform her Icons pivot grab

Zhurong

  • General

    • Combo Gravity: .007 → .0077

  • Neutral Air

    • Hit 2

      • Base Knockback: 50 → 30

      • Angle: 15 → 20

  • Back Air

    • Strong Hit

      • Base Knockback: 30 → 36

      • Knockback Growth: 70 –> 58

    • Has new VFX

      • They’re still ugly just not as awful as before

Raymer

  • Forward Strike

    • Hit 1

      • Paralyzer: 8 → 5

      • DI angle multiplier: 0.3 → 0.6

      • Knockback Angle: 71 → 60

      • Knockback Growth: 65 → 40

    • Hit 2

      • Added a sizeable combo-only hitbox close to Raymer for linking consistency

Urdah

  • Down Air

    • Auto-cancel window start: f39 → f45

  • Forward Air

    • Hitstun Multiplier: .9x → .85x

  • Grab

    • Hitbox size reduced slightly

AI Updates

AI are an important “onramp” for new players. We have new data showing when players have more experience using Spark, they are more significantly likely they are to enjoy playing the game. As a result, we are re-optimizing our AI to become the perfect “combo fodder” for newer players.

  • AI no longer DI, Parry, Block, or Air Tech in the tutorials or in Matchmaking Queues

  • AI still perform all defensive behavior in Training Mode / Dojo

Rotating Queue: 2v2 vs Bots

  • You can now play in 2v2 games vs Bots (with a human companion)

  • 2v2 Games vs. Bots will count towards your Bot Requirement before you can play against Human Players

  • The bot game requirement before you can queue for 1v1s against other humans is now 10

💡 We are closely monitoring this requirement. We know some players are frustrated by the need to play ANY AI games. But we also know that - across the system of all possible new players - higher requirements increase the likelihood new players stick around.

Thanks to the re-optimization for AI to be the “perfect combo fodder,” players will now be able to breeze through AI compared to the AI with frame-perfect-parries. Additionally, players will now have the option to play 2v2 games that have real human players, too.

Some players have suggested we “pretend” players are fighting other humans and instead have them fight bots if they need to - but we’d prefer to be honest and transparent: Our playerbase benefits tremendously from having as much practice as possible before fighting other human players. This is especially true if players can focus on their combos and the Spark system against “dumb” AI opponents who don’t use defensive options.

UI Changes

  • Healthbar is smaller in games with 1-3 players, but opacity fades much less.

  • Rollbacks will update all visuals on UI and “phantom” resources will no longer appear.

  • Other visual tweaks to the healthbar.

  • Tweaked controller navigation in the main menu.

  • Added Stock Counter that appears during 1v1 matches.

Bug Fixes

  • Potential fix for startup screen softlock.

  • Timer running out during the victory screen will no longer cause a loud noise.

  • Automatic graphics settings now works as intended

    • Note: this change will reset all users video settings upon updating

Misc

  • Vault skins will no longer show up in the customize screen unless owned by the player