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