Live Update 1.1 Patch Notes
ACCOUNT HOSTING IS LIVE!
All you need is a friend who owns the Online Play Pack to host a lobby, and anyone can join!
You can now play Rushdown Revolt online and enjoy our best-in-class rollback netcode for FREE!
Patch Details
Our first Live Update is a big one.
Time Trial #1 is here!
It's open to every character. Access it in the Dojo section. How fast can you go!?
Account Hosting is officially live!
Create an account and log-in on the main menu screen. From there, you can copy/paste a Lobby code or accept a friends Steam invite. (Of course, the existing exploit still works, too!)
Friendlies Mode is Back!
Access friendlies mode online or in local play. Set the amount of lives to whatever you want and whether or not you want to Recover between rounds! Winner always stays!
- Note on Friendlies Mode: If you have a lobby with 5 or 6 players, it will set up two "winner stays" 1v1 phases within the same game. Perfect for larger groups!
Rush Royale Changes
The shrinking blastzones are gone (for now?). In their place is a "Timeout" at 80 seconds that instant kills the player who has taken the most damage.
Balance Updates
- Developer’s note: This balance patch is a work-in-progress and is subject to change for the full patch next Friday.
General
Jab followups can no longer be sparkless kara-cancelled into specials.
Note: you can still kara-cancel jab 1
Throws no longer have +1 staling acceleration. The throw scaling bug should also be fixed.
Note: throws will likely be tuned further for the full balance patch next Friday.
Ezzie
Jab 1
Startup: f4 → f5
Slightly adjusted hitboxes and animation timing to better reflect the intended range of the move
Angle: 70 → 60
Knockback Growth: 0 → 15
Jab 2
Slightly increased hitbox sizes to improve linking
Up Special (Grounded)
Cleaned up the animation and VFX
Fixed invincibility and spark cancel windows to their intended values
Raymer
Down Special
Fixed a bug causing the grenade to hit twice
Ashani
Neutral Special
Ground
Hit has been reworked into a paralyzing crumple that incurs HKD
Adjusted VFX to better match the hitbox
Air
Fixed a bug that allowed Ashani to slide on the ground after landing with it
Side Special
Air swing 1
DI angle modifier: 2x → 1x
Note: This hit will retain the vectoring mod, so holding in and out will still be very effective.
Ground swing 1
Gravity override added on hit to improve linking
DI angle modifier: 0.65 → 0.5
Added an inner hitbox with slightly different properties to improve linking from certain spacings.
BKB: 55 → 65
Angle: 60 → 25
Outer hit:
Angle: 60 → 45
Down Special
Grounded Special Followup
KBG: 40 → 50
Reina
Forward Air
Slightly reduced hitbox size
KBG: 50 → 70
HSM: 1.0 → 0.9
Neutral Air
Fixed bug with charge window causing 1 more frame of startup
Early
Ends 1 frame earlier, but increased hit priority over Mid hit
KBG: 30 → 45
Mid
Starts 1 frame earlier
KBG: 50 → 60
Late
KBG: 70 → 80
Up Air
KBG: 10 → 20
Inner hit slightly pulled out
Jab
Removed first active frame
Slightly shrank inner hitbox to make a more consistent inner deadzone
Forward Strike
Sour
KBG: 35 → >55
Ang: 50 → 40
Down Strike
Ang: 145 → 150
DIM: 1.1 → .2
Side Special
Added missing reverse windows
Normalized B-Reverse windows to a 5f window.
The Torment
Up Strike
Unevolved
Hit 1
KBG: 0 → 20
HSM: 1 → 0.8
DIM: 0 → 0.2
Evolved
Hit 1
Added High/Low hitboxes on launcher to better link, similar to Unevolved
KBG: 0 → 20
HSM: 1 → 0.8
DIM: 0 → 0.2
Hit 2
Added larger Combo Only hitbox
Back Air
Evolved
Evolved version had old stats. Updated to Match Unevolved
Brought in tipper hitbox slightly
Adjusted timing on Strong Early/Strong Late so that the Strong Late starts when the tail is level, rather than before
Neutral Air
Evolved
Evolved version had old stats. Updated to Match Unevolved:
KBG: 55 → 50
Neutral Special
Added Ground only hit
Ground Only:
Dmg: 25 (-1)
BKB: 120 → 110
HSM: 1 → 1.25
Air Only:
Dmg: 25 (-1) → 25
BKB: 120 → 80
HSM: 0.8 → 1.
Side Special
Ground
Evolved version had old stats. Updated to Match Unevolved
KBG: 35 → 45
HSM: 1.1 → 1.0
TDIM: 0.3 → 1.0
Down Special
Rising hit disables for longer so it doesn’t combo into falling hit
Disable: 17f → 25f
Landing Hitbox
Landing Hitbox reworked to not just be a giant orb
Shieldstun: 2 → 6
Falling Hit
Shieldstun: 8 → 6
Version 1.0 Patch Notes (Released 5/27/23)
General
Knockdown
Knockdown now comes in two forms: “hard” and “soft”.
Hard knockdown is untechable and fully invincible for 55f. This is indicated by a purple splash when the character lands.
Soft knockdown is entered when missing a tech, and incurs 25f vulnerability (ungrabbable) followed by a 30f invincible wakeup animation. This is indicated by a blue splash when the character lands.
In both knockdown states, the player will become vulnerable on exactly the same frame they become actionable.
Moves that would Red Bounce now cause a hard knockdown after the Red Bounce limit has been reached.
Grabs no longer reset the red bounce limit.
Tech Options:
Tech In place:
Total duration: 30 → 26
Invulnerability: 4 to 24 → 1 to 22
Now fully invulnerable instead of only hit invulnerable
Air Rush
Unsparked Air Rushes now have extra horizontal force that quickly disappears after the rush becomes actionable. Performing an attack right as the rush becomes actionable allows you to keep some of that extra force.
Characters with unique rushes (Kidd, Ezzie & Ashani) do not gain this extra force.
Aerials performed out of an Air Rush have 3 frames extra landing lag.
This only affects aerials performed during the rush. Waiting for the rush animation to finish or using a double jump first will not apply the extra landing lag.
Spark cancelling with the block button has been removed. Manual wavedashes can still be input with jump + block and pressing block while airborne will still do an unsparked rush, but it cannot be used to spark cancel. We understand that this change will affect the muscle memory of a subset of the existing playerbase, but we strongly feel that the separation of button functions will simplify the process of learning the game systems for newer players. Aside form this, the existence of shield rush canceling introduced a large number of semantic issues in the combat system, e.g. buffering shield out of whiffed attacks, as well as an unreasonable amount of dev upkeep to maintain the functionality on every move in the game.
Air Acceleration
All characters’ air acceleration increased by about 20-50%.
Health Totals and Weight
Health Totals have been modified to better reflect the relative “toughness” of each character.
Weight has been slightly modified across the cast
Health totals will not be based on character strength; their strength will be adjusted accordingly (if necessary)
AnG
Health: 140 - 40/30/40/30
Weight: 97/108
Ashani
Health: 150 - 40/40/40/30
Weight: 92
Ezzie
Health: 140 - 40/30/40/30
Weight: 88
Kidd
Health: 130 - 40/30/30/30
Weight: 85
Raymer
Health: 150 - 40/40/40/30
Weight: 105 → 100
Reina
Health: 150 - 40/40/40/30
Weight: 105
Seth
Health: 160 - 40/50/40/30
Weight: 96 → 102
Torment
Health: 200 - 40/60/60/40
Weight: 120
Urdah
Health: 180 - 40/50/50/40
Weight: 110
Velora
Health: 150 - 40/40/40/30
Weight: 92 → 95
Weishan
Health: 170 - 40/50/50/30
Weight: 104
Zhurong
Health: 140 - 40/30/40/30
Weight: 88
Chain Grabs
Regrab prevention has been disabled
We believe that our staling system is robust enough to support regrabs in a healthy way
Note that all throws stale each other
i.e. Up Throw → regrab → Forward Throw will incur staling
Shared throw staling also applies to Urdah’s Cargo Rush throws.
Staling
Unless otherwise stated, most moves now have Staling Acceleration. This means moves repeated back-to-back will stale as if they were used an extra time.
There are some key exceptions that will be noted below.
Jabs do not have Staling Acceleration
Multi-part moves now stale properly, i.e. jabs
Critical State
No longer reduces knockback
Critical state can now be stacked
Note: This does not increase the effect of critical, only the number of moves required to deplete it
Critical damage formula changed
All damage taken is now increased by 50% while in Critical State, regardless of stacks.
The attack that applies Critical deals double damage instead.
Red Burst
Now ignores armor
Knockback Angle: 85 → 90
DI Multiplier: 0.5 → .7
SDI Multiplier: 0 → 1.5
Critical Stacks applied: 2 → 5
Red Burst should behave more consistently in its interactions with rush cancels.
Air Tech
Fixed a bug that would cause projectiles to ignore air-tech invulnerability
Note: Along with this bugfix, moves that have triggered air-tech will no longer have their hitboxes permanently disabled. This means that air-teching along the travel path of an active aerial may lead to being struck later on in the move, once invinciblilty has run out.
Increased the distance from which air-techs can transition into ground-tech.
Air-tech frame data adjusted:
Success:
Landing Lag: 7f → 4f
Actionable: f38 → f30
Whiffed:
Landing Lag: 20f → 15f
Increased the distance traveled when successfully air-teching
Fixed a bug where successful air-techs would re-poll their movement direction when triggered
VFX and SFX adjusted
Walljump
All characters now have 9 walljumps, which decay sharply in strength and do not replenish unless a player hits an opponent, bursts, or lands on stage.
Note: walljumps are the only recovery resource in the game that does not replenish on ledge grab.
Jabs
Jab starters and fillers now all have a small amount of paralyzer.
Jab finishers are now slightly safer on block.
Spark cancels on jab starters and fillers will now buffer until the same frame they would transition into the next jab in the sequence.
Jump
The player’s prior momentum now has a much more pronounced effect on grounded jump velocity. (Double jumps unaffected)
Shield
Shields are now visually much smaller, and no longer have a circular hitbox. This should make crossups feel more accurate.
Minimum hitpause: 10f → 5f
This means that lightly hitting moves will be much less reactable on block.
This will only affect moves that calculate to less than 10f on their own — mostly just jabs and multihits.
Some aerials will now incur an extra 0.5f of shield stun per frame of charge. This should make charged aerials feel much more impactful vs block.
This is done on a case-by-case basis, not a global change.
This extra stun will not be applied for the first 5f of charge.
Ledge Intangibility
Maximum intangibility: 34f → 40f
Regrab Decay: 20% → 25%
Maximum intangibility on release: 12f → 20f
Red Bounce
Hit Pause
The formula for hitpause calculation has changed.
Overall this means hit pause will be 1-4f lower on most hits. Heavier hits are less affected by this change, while lighter hits are more affected.
Hit pause and Paralyzer are now also affected by move staling.
Push Stop
Improved logic for shield knockback and pushblocking.
This should be especially noticeable on multihit moves.
Side Special Recovery
Recovery side specials now universally replenish when hit.
Turnaround Specials (Not B-Reverses)
Adjusted turnaround special time window: 20f → 10f.
This should, in theory, help a bit with snapbacks and also make fade-back Neutral Specials a bit easier.
Minor bugfixes
Fixed a bug that made it impossible to Side Special OOS on some characters. This also fixed the Seth direct sSp2 OOS bug.
Fixed a bug that caused certain grounded moves to slide slightly when holding the analog stick left or right.
Stages
Blast Zone Distances
Distance to the side blast zones has been increased across the board, except for Ocean Temple.
This should prevent situations where players are unable to DI effectively to escape combos in early bands.
Platform Alpha: 25 → 28
Combat Labs: 23 → 26
Pyrostation: 25 → 28
Forbidden Shrine: 25 → 27
Malu Malu: 25 → 27
Ocean Temple: 29 → 25
Shadowbriar: 24 → 26
Sovereign Peak: 25 → 28
Cyber Skyline: 25 → 27.5
Characters
Afi
Jab
Jab 1
Startup: f5 → f4
Knockback Growth: 0 → 30
Paralyzer: 3f → 0f
Jab 2
Knockback Growth: 0 → 30
Paralyzer: 3f → 0f
Shield Stun: 7f → 9f
Shorter gap on shield between Jab 2 and 3
Forward Strike
Knockback Growth: 60 → 65
This change compensates for the increased blast-zone distances
Down Air
Fixed issue with push-stop. Now properly causes shield knockback and receives pushblock.
Up Special
Pushblock Multiplier: 1x → 2x/3x (first/second hit)
Up Throw
Base Knockback: 65 → 45
Knockback Growth: 70 → 65
Angle: 90 → 95
Galu
Jab
Jab 1
Startup: f5 → f4
Knockback Growth: 0 → 35
Paralyzer: 3f → 0f
Jab 2
Knockback Growth: 0 → 35
Paralyzer: 3f → 0f
Shield Stun: 7f → 9f
Shorter gap on shield between Jab 2 and 3
Up Strike
Knockback Growth: 60 → 65
This change compensates for the increased blast-zone distances
Back Air
Damage: 2/2/2/2/2 -> 1/1/2/2/6
This will also increase the late band kill power significantly.
Tap DI multiplier (weak hits): 0.25 -> 0.5
Tap DI should be more noticeable, but not that strong unless you hit all 4 inputs. ASDI is not strong enough to escape, however.
Down Air
Fixed issue with push-stop. Now properly causes shield knockback and receives pushblock.
Knockback Growth: 41 → 43
This change compensates for the increased blast-zone distances.
Ground Only hit
Normalized to match the knockback of the air-to-air hit.
Back Air
Fixed issue with push-stop. Now properly causes shield knockback and receives pushblock.
VFX adjusted
Up Special
Fixed bug where rush cancelling wouldn’t work.
Push Block Multiplier (Hit 2): 1 → 2
Up Throw
Base Knockback: 65 → 45
Knockback Growth: 70
Ang: 90 → 85
Ashani
General
Rush Reworked
Ashani’s rush has been replaced with a short-ranged blink.
Blinked Normals
Ashani can now Blink her normal attacks! This can be done during a move’s startup, including while charging.
Activate Blink during a strike or aerial by pressing special or grab during the startup.
Specials can be blinked with the grab button as well, so grab functions as a universal Blink button.
If an aerial was input with the grab button, you can instead use either attack or special to activate the Blink.
Battery
Charges per battery: 2 → 3
Ashani no longer loses a charge when hit.
Jab
Jab 1
Knockback Growth: 0 → 20
Jab 2
Knockback Growth: 0 → 20
Shield Stun: 7 → 11
Shorter gap on shield between Jab 2 and 3
Jab 3
Base knockback: 30 → 60
Knockback Growth: 100 → 45
Knockback Angle: 50 → 35
Specials
Neutral Special
Now has different properties when grounded
Startup: 33 → 23
Base Knockback: 30 → 90
Knockback Growth: 90 → 50
Angle: 45 → 25
Recovery increased by 10 frames
Air
Damage: 10 → 14
Total activity: 12f → 8f
Reversal frames: 10 → 6
Now limited to one use per airtime (refreshes when hit)
Side Special Rework #37
The second hit causes a red bounce when hit in a combo, and hard knockdown when hit raw.
Adjusted ground/air properties:
This move is limited to one use per airtime. However, using Side Special 1 alone will not consume this use.
Ashani can cancel into any other special in the air. On the ground she can only cancel into Side Special 2.
Side Special 2 can only be reversed in the air.
Up Special
These adjustments make it harder to follow-up out of Up Special without a DI read.
Base Knockback: 40 → 60
Knockback Growth: 60 → 40
Angle: 50 → 72
Hitstun Multiplier: 0.7 → 0.65
SDI Multiplier: 1.3 → 1.0
DI Multiplier: 1.3 → 1.05
Push Block Multiplier: 1 → 2
Down Special
Grounded (Reworked)
Down Special now sends Ashani into a projectile immune sprint when used on the ground.
Running off a ledge will cause Ashani to jump.
Pressing Attack, Special, or Shield during the sprint will cause Ashani to perform different moves
Attack:
An uppercut useful for hitting jumping opponents.
Special:
A slow but powerful haymaker with armor.
Shield:
A quick invincible feint that stops the run. Ashani is vulnerable towards the end of the feint.
Aerials
Forward Air
These changes reduce vertical kill power and help differentiate the move from up-air.
Base Knockback: 30 → 45
Knockback Growth: 75 → 60
Ang: 40 → 30
Paralyzer: 0 → 2
Up Air
Late Semi Spike
Active frames: 11 to 12
Damage: 7 → 6
Base Knockback: 50 → 55
Knockback Growth: 45 → 35
Angle: 150 → 170
Strikes
Up Strike
Knockback Scaling: 55 → 50
Forward Strike
Added Paralyzer to compensate for superjump nerfs
Paralyzer: 0 → 4
Throws
Up Throw
Base Knockback: 60 → 50
Knockback Growth: 80 → 70
Angle: 90 → 95
DI Multiplier: 1.3 → 1.1
Ezzie
General
New character model!
Because this model uses a new rig, there will be some minor frame data, hitbox, and movement force adjustments that aren’t listed here.
Hexglade
Ezzie has a new signature mechanic
Ezzie can charge up her Hexglade by dealing damage and eating projectiles.
Once activated, Ezzie’s abilities gain powerful zoning properties while in her Hexglade.
See Neutral Special for more info.
Physics
Run Speed: 10.2 m/s → 9 m/s
Gravity: .015 → .012
Jump, short-hop, double jump height reduced drastically
Jop horizontal movement reduced substantially
Super Jump now automatically begins a float
Float
Float duration: 30f → 80f
Float extension on hit: 0f → 20f
Momentum loss on float start: 0% → 80%
Float speed
Max speed (vertical): 0.9 → 1.3
Max speed (horizontal): 1.3 → 1.3
Acceleration: 0.4 → 0.2
Specials
Neutral Special (Rework)
Ezzie channels the power of Abraxxas to create a powerful magical zone called the Hexglade.
While in this zone, Ezzies aerials gain additional properties.
Hexglade can only be used when Ezzie’s Hex meter is full.
Dealing damage or consuming projectiles fills the Hex meter.
Using Neutral Special while inside the Hexglade spends some of her meter to summon a slow-moving homing projectile.
Using Neutral Special while outside of the Hexglade will fire a mid-range projectile.
This projectile will bounce off of obstacles, turning into a seed that Ezzie can eat to gain Hex.
Side Special
Strong Hit:
Damage: 12 → 8
Paralyzer: 10 → -5
Hitstun Multiplier: 1.35 → 1.1
SDI Multiplier: 0.6 → 1.0
Activity: 2f → 1f
Hitbox adjusted to match VFX
Weak Hit
Damage: 7 → 7(-2)
Knockback Angle: 74 → 30
Hitstun Multiplier: 1.1 → 1.0
SDI Multiplier: 0.6 → 1.0
Disabled reverse hits while traveling forwards
No longer has a deadzone in front of ezzie
VFX Updated
Upwards and downwards angles adjusted
Should behave more consistently in crossup situations and trade less often when stuffed with an attack.
Down Special
Behavior when consuming a projectile:
No longer summons Abraxxas to launch a projectile
Instead, consuming a projectile now charges Hexglade
Startup: 12f → 16f
Knockback Growth: 40 → 50
Projectile Consume Startup: 1f → 4f
Projectile Consume hitbox size reduced
Is now projectile invulnerable during startup
Up Special
Minor rework
Initial dash is now much shorter and quicker
Teleport travels noticeably further.
Hitbox after the first dash has been removed when Ezzie initiates the teleport aim, but will still come out if she elects to cancel it by not pressing a direction.
Hit 1 activity: 3f → 1f
Early cancel landing lag: 15f → 10f
Final hit Knockback Growth: 70 → 50
Aerials
Forward Air
Hitbox size slightly increased
Charge multiplier increased.
Startup: f9 → f14
Knockback Growth: 65 → 50
Angle: 55 → 30
Landing Lag
On whiff: 7f → 15f
On shield: 7f → 9f
Hitstun Multiplier: 0.9 → 0.8
While in the Hexglade:
Ezzie fire a fast moving horizontal projectile
Charging increases the size, damage and knockback of the projectile.
Recovery reduced by 7 frames
Down Air
Reworked: now shoots 3 seed projectiles downward that pop opponents up.
Startup: f7 → f19
While in the Hexglade:
Increases the size, power, and spread the projectiles
Back Air
Anti-gravity hitbox removed
Hitbox size greatly increased
Startup: f6 → f7
Knockback: 75/5 → 100/30
Knockback Angle: 60 → 40
Hitstun multiplier: 1x → 0.7x
Can now reverse hit
While in the Hexglade:
Abraxxas lashes out at the nearest opponent in front of Ezzie, launching them towards her.
Up Air
While in the Hexglade:
Lobs a projectile in an arc
Charging increases the size and distance of the projectile
Neutral Air
Startup: f6 → f10
No longer has a weak hit
Damage: 12 → 10
Knockback Base: 50 → 60
Angle: 20 → 35
Hitstun Multiplier: 1 → 0.9
DI Multiplier: 1 → 1.15
While in the Hexglade
Releases a powerful explosion around Ezzie
Has a repeating hitbox that drags opponents toward Ezzie while charging.
Strikes
Jab
Jab 1
Shorter gap on shield between Jab 1 and 2
Shield Stun: 6f → 8f
Jab 2
Reworked into a semi-active multihit projectile
Much larger and more active in Hexglade
Forward Strike
Startup: f9 → f15
Range increased
Now puts opponents into hard knockdown
Up Strike
Reworked: Ezzie now slams her staff into the ground and launches a seed projectile into the air, serving as an excellent long-range antiair and combo tool. Charging the move will slightly increase the size of the seed and substantially increase the launch speed.
While in the Hexglade, the seed gains gravity and will crash back down after being launched. Try it against an offstage opponent.
Down Strike
Middle hitbox has been pulled in to make the move a less effective antiair.
While in the Hexglade, dStrike will release a timed explosive mine. The mine can be detonated by waiting 5 seconds for it to time out, knocking an opponent into it, or manually using another dStrike. Hitting the mine will reset the timer. If an opponent hits the mine, it will be destroyed. The mine can be reflected or eaten.
Fully charging dStrike while not inside the Hexglade will also cast a mine.
Kidd
Rework goals:
Shifting some of the power of his combo game from the air to the ground
Increase ability to pressure, both positional pressure and block pressure
Give “single use” moves more utility with alternate hitboxes like sourspots
Make aggressive actions (like approaching) net a positive (or at minimum neutral) outcome if performed well
Increase relative strength of land cancels (compared to RC)
Shift the use of float from a neutral tool to a mix tool
Jetpack
Strong Hit Fuel Gain reduced by 50%
Fuel drain rate reduced by 50%
Maximum float duration: 0.75s → 4s
Kidd now falls slowly during his float
Air acceleration: 0.02 → 0.017
Max speed: 0.15 → 0.13
Rush
Force reduced slightly
Increased Friction on Waveland
Physics
Dash Start Speed: 0.07 → 0.16
Dash Max Speed: 0.15 → 0.22
Max Run Speed: 0.22 → 0.2
Moonwalk Run Pivot Speed: 0.04 → 0.033
Ground Friction: 0.007 → 0.009
Increased friction during Ground Rush/Waveland
Max Air Speed: 0.11 → 0.12
Air Accel: 0.01 → 0.02
Air Friction: 0.001(?) → 0.0015
GtA Momentum: 0 → 0.6
GtA Stick Influence: 1 → 0.4
Fullhop: 0.34 → 0.35
Short hop: 0.22 → 0.185
Double Jump: 0.34 → 0.33
Specials
Neutral Special
3 Pip
Paralyze per hit: 10f → 3f
SDI Multiplier: 0 → 0.5
6 Pip
Paralyzer: 0 → 1
SDI Multiplier: 0 → 0.5
Side Special
Flip
Can no longer be charged
Startup is slightly slower
Kidd remains in the air substantially longer
All options be chosen earlier
Kidd can drift during the flip
Empty Flip
Landing lag 3 → 15
Auto Cancel 50 → 45
Red Horns
Can be used at the apex of the jump. Lowered killpower to compensate.
Startup: 70f(ish?) → 37f
Base Knockback: 45 → 50
Knockback Growth: 85 → 80
Ang: 25? → 25
Hitstun Multiplier: 1.3 → 1.0 (Y 0.9, R 0.7)
DI Multiplier:1 → 1.1
Shield Stun: 35 → 23
Shield Push Mod: 1 → 1.5
Can be reversed multiple times. Reversed hits have increased power.
Divekick
Can be reversed on startup and on landing
Slide portion puts opponents into hard knockdown
Earlier Activation window
Added WJC window 9f after activation
Slide hitbox lowered
Anti-Pancaking on slide
Grab
Removed grab option
Up Special (Partial rework)
Physics and forces reworked. Now only travels in a straight line, with no curving. Can angle slightly to either side when uncharged, but has full 8-way directional control when charged.
Can now be B-reversed
Base Knockback: 40(?) → 50
Knockback Growth: 40(?) → 50
Ang: 45 → 55
Hitstun Multiplier: 1 → 0.6
Paralyzer: 0 → -2
Shield Push Mod: 1 → 2.5
Down Special
Less annoying SFX
Beta Shine:
Removed Shield Sweet/Sour
Smoothed out JC buffer
Staling Accel: +0
Radius: 0.7 → 0.75
Startup: 5f → 3f
Activity: 3f → 1f
Base Knockback: 70 → 50
Knockback Growth: 10 → 65
Ang: 75 → 90
Hitstun Multiplier: 0.8 → 1.0 (B 1.1, G/Y/R 1.0)
DI Multiplier: 1.5 → 1.2
SDI Multiplier: 1 → 1.25
Shield Stun: 8 → 10
Shield Push Mod: 1.1 → 0.9
Gamma shine:
arm time: 2s → 1.66s
Shield Stun: 8 → 12
Shield Push Mod: 1 → 1.2
Aerials
Neutral Air
Increased activity, but all new active frames are a Super Sour.
Keeping an eye on Hitstun Multiplier of super sour, but so far it’s appropriately weak
Sweet spot is very strong on block
Activity: 6-18f → 6-25f
Landing Whiff Lag: 3 → 1
Sweet
Activity: 6-7 → 5-8f
Base Knockback: ? → 50
Knockback Growth: ? → 45
Ang: ? → 30
Paralyzer: 0 → 2
Shield Stun: ? → 11
Shield Push Mod: 1.25 → 1.1
Sour
Activity: 8-14 → 9-15f
Base Knockback: 40
Knockback Growth: 40
Ang: 35
Hitstun Multiplier: 0.8
DI Multiplier:1.2
Shield Stun: 2 → 4
Super Sour
Activity: 15-21f
Base Knockback: 30
Knockback Growth: 40
Ang: 35
Hitstun Multiplier: 1 (B 0.6, G 0.7, Y 0.8, R 0.8)
DI Multiplier: ?
Shield Stun: 4
Forward Air
Lowered activity, made sour/sweet much more unique.
Sweetspot made to potentially set up for Red Horns
Increased Shieldstun with charge
Sweet
Damage: 11
Activity: 6-12 → 6-9f
Base Knockback: 42 → 65
Knockback Growth: 40 → 45
Ang: 55 → 65
DI Multiplier: 1 → 1.1
Paralyzer: 0 → 2
Shield Stun: 9
Shield Push Mod: 1.25 → 2
Sour
Damage: 8 (-1) → 7
Base Knockback: 42 → 50
Knockback Growth: 40 → 50
Ang: 35 → 55
Hitstun Multiplier: 0.7 → 1 ( Y/R 0.9)
DI Multiplier: 1.1
Paralyzer: -3
Damage: 8
Shield Stun: 6 → 8
Up Air
Air Whiff Lag: 1 → 3
Landing Whiff Lag: 1 → 3
Added Sourspot for band-dynamic spacing requirements
The sweet and sour have opposing, near-vertical angles that can be used for DI mixes
Activity: 5 → 9 → 7-10f
Sour Spot:
Damage: 8
Base Knockback: 30
Knockback Growth: 60
Ang: 100
Shield Push Mod: 0.8
Shield Stun: 10
Sweet Spot:
Damage: 10
Base Knockback: 45
Knockback Growth: 75
Ang: 70
Hitstun: 1.0
DI Mod: 1.2 → 1.1
Paralyzer: 2
Shield Push Mod: 0.8
Shield Stun: 9 → 13
Down Air
Added Ground Only properties for Hit 3.
Brought Hit 3 in line with other spikes
Made worse in air, but better above ground
First two hits link a little better with some minor Paralyzer, SDI up to compensate
Hit 1
Paralyzer: 0 → 5
SDI: 1 → 1.2
Shield Push Mod: 1 → 0.7
Hit 2
Paralyzer: 0 → 5
SDI: 1 → 1.2
Shield Push Mod: 1 → 0.7
Air Hit 3
Ang: -90 → -80
Hitstun Multiplier: 1 → 0.4
Ground Hit 3
Damage: 12 (+1)
Base Knockback: 50
Knockback Growth: 55
Ang: 70
Hitstun Multiplier: 1 (Y/R 0.9)
Shield Stun: 12 → 10
Shield Push Mod: 1 → 1.1
Back Air
New Animation
Reworked into a semi-spike with a combo food sourspot
Whiff Lag: 1 → 3
Landing Whiff Lag: 3 → 5
Ground Sweet Spot:
Damage: 12
Base Knockback: 35
Knockback Growth: 55
Ang: 120
Hitstun: 1.0 (Y 1.1, R 1.15)
SDI Multiplier: 1.1
DI Mod: 1.1
Paralyzer: 2f
Air Sweet
Damage: 13
Base Knockback: 35
Knockback Growth: 55
Ang: 210
Hitstun: 1.0 (G/B 0.675, Y/R 0.55)
SDI Multiplier: 1.1
DI Mod: 1.1
Shield Stun: 12
Paralyzer: 5f
Sour
Active Slightly before spike hit, but lower priority.
Damage: 9 (-2)
Base Knockback: 35
Knockback Growth: 55
Ang: 63
Hitstun: 1.0 (B/G 1.1, Y/R 1)
SDI Multiplier: 1.1
Shield Stun: 4
Strikes
Jab
Gapless into shine, otherwise worse links vs DP
Shorter gap between Jab 1 and 2 on shield, longer gap between 2 and 3
Crossup Offset: 0 → 0.1
Jab 1
Knockback Growth: 0 → 30
Paralyzer: 3 → 0
Shield Stun: 8 → 7
Jab 2
Knockback Growth: 0 → 30
Ang: 75 → 37
Paralyzer: 3 → 0
Gravity override so it doesn’t cause redbounce
Shield Stun: 9 → 8
Forward Strike
Added missing DI/SDI mod
Sweet
Damage: 10 (-1) → 9
Base Knockback: 45 → 55
Knockback Growth: 55 → 50
Ang: 40
Hitstun Multiplier: 0.6 → 1 ( Y 0.9, R 0.7)
SDI Multiplier: 0 → 1
DI Multiplier: 0 → 1.2
Max Charge Damage Multiplier: 2.5 → 2.2
Shield Push Mod: 1 → 3
Sour
Damage: 6 (-1) → 6
Base Knockback: 40 → 50
Ang: 60
Ang: 20 → 60
Hitstun Multiplier: 0.6
SDI Multiplier: 0 → 1
DI Multiplier: 0 → 1
Shield Push Mod: 1 → 3
Up Strike
Added inner sour spot for late band combos
Reduced Activity of late hit. Stats identical to the new sour.
Sweet
Base Knockback: ? → 45
Knockback Growth: ? → 67
Ang: 70 → 90
Sour
Base Knockback: 40
Knockback Growth: 55
Ang: 105
Hitstun Multiplier: 1 (B 1.1, G 1.1, Y 1.0, R 1.0)
Down Strike
Now puts opponents into hard knockdown
Reduced Scaling
Remove link into grab on block
Base Knockback: 35
Knockback Growth: 45
Ang: 36
Attacker Hitstop: 4
Shield Stun: 13 → 12
Up Throw
Legacy Combatant Up throw rework
Base Knockback: 60 → 50
Knockback Growth: 80 → 90
Ang: 90 → 115
Raymer
General
Raymer now has 5 bullets
Hitting a blank now refills all of Raymer’s bullets
Fixed a bug where spark canceling into some of his special moves didn’t work
Second hit is a remote blast that only hits distant opponents
Physics
GtA Momentum: 0 → 0.75
GtA Stick Influence: 1 → 0.35
Jop
Additional horizontal force: 7 → 3.5
Strikes
Jab
Jab 1 and 2
Knockback Growth: 0 → 45
Paralyzer:3 → 0
Down Strike
New move! Low poke shot with an early hitbox that pops opponents up. The gunshot has corkscrew Knockback.
Up Strike
Remove the hurtbox directly above his head
Actionable: f30 → 35
Forward Strike
Hit 1 startup: f8 → f6
Hit 2 startup: f17 → f21
End lag: 20f → 26f
Hits reworked:
First hit travels along the ground a short distance, and can only hit grounded opponents.
Specials
Neutral Special
Startup (Air): 20f → 15f
Can now be land-cancelled after firing the bullet
No longer grants spark on unbounced bullet
Down Special
Horizontal friction reduced
No longer has ledge protection
After sliding off a ledge, can be cancelled into anything
Maximum charge: 27f → 32f
Grenade arming time: 2f → 5f
New interactions with sSp
When hit by sSp3, turns into a delayed explosive thing
Side Special
Orb hitbox and hurtbox size has been reduced, in accordance with clank fixes.
Orb1
Damage: 12 → 6
Speed: 5 → 2.5
Orb2
Damage: 12 → 8
Minimum speed: 2 → 0.7
Orb3
Damage: 12 → 10
Kick knockback multiplier: 0.45 → 0.6
Minimum speed: 10 → 11
Now yoyos back in the direction it came from
Orb4
Kick knockback multiplier: 1 → 1.3
Orb kick angles
SSp3 projectile launch angle: 45 → 0
Nair hit 2 projectile launch angle: 55 → -15
Explosions from Raymer's grenade now launch his orb radially.
Kick
Raymer can follow up his kick into another kick if he has a bullet stored.
Now stalls Raymer slightly when used in the air
Knockback angle: 15 → 40 (50 on followups)
Hitstun multiplier: 0.875 → 1
Paralyzer: 9f → 4f
Kicking a grenade turns it into the Orange orb
Buckshot Blast
Hitting Raymer’s projectiles with BSB will change their properties!
Orb: will morph into the SUPER-ORB!
Grenade: will break the grenade in 2, launching them and allowing them to be frozen and detonated later.
Up Special
Raymer can slightly adjust the aim of both bullets by holding in a direction
Travel Hit
Kill potential of this move was a little strong. Divided into early/late hits. The early hit is almost as strong as it was before.
Early Hit
Active: 16-29 → 16-17
Base Knockback: 40 → 50
Knockback Growth: 100 → 90
Late Hit
Active: 18-29
Base Knockback: 40
Knockback Growth: 100 → 70
Aerials
Back Air
Startup: f7 → f9
Hitboxes pulled in slightly
Forward Air
Startup: f9 → f11
Hitboxes pulled in
Reina
Rework goals:
Reworked to shift power away from the Chain Nair/Fair/Upair loops but increase the viability of other moves in chain stance.
Shift power from air combos to ground combos
Reduce the amount of “kidnapping” she does
Replace the repetitive air string with a more interesting and defensively involved route (NSp)
Increase viability of kunai combos
Add stronger DI to allow counterplay and require high reaction time/reads
Rework some aerials to work worse in combos, but really well as kunai setups (C UpAir)
Create more interactions in neutral that end neutral
End block string loops, forcing closer interactions. Moves like cDSt will pull blockers in, closing the gap for either player.
Diversify aerial landing lag
All Chain was 14f landing lag, all Blade was 7f. Modified moves appropriately
Shift the incentive to swap stances from bonus damage to something more impactful
General
All specials swap stances on a successful hit
Removed Malice damage bonus
Compensated all attacks with increased damage
Fixed issue with low-profile prevention on landings being too small
Fixed issue with Specials getting interrupted by landings
Fixed bug where Kunai would hit shield while tumbling
Fixed many issues with charging moves, correctly applying scaling as well as removing unavoidable charge frames. Startup on most chargeable moves are “increased” by 1f in order to remain functionally the same as they did with the charge frame.
Physics
GtA Momentum: 0 → 0.55
GtA Stick Influence: 1 → 0.4
Slightly less rush speed in Blade Stance
Slowed Run Speed in blade slightly
Lowered Short hop in Blade substantially
Increased Chain air accel/max speed to match Blade.
Kick Angles
Modified some moves to be better at pulling kunai back in. This means less moves send out. Have fun against cannonball!
Specials
All specials swap stances on hit
Neutral Special
Fixed some landing interrupts and TP logic.
Startup modified to match animation a little better.
Hitbox Size reduced for non-combo hits. Combo-only hitbox unchanged.
Made to be better for combos but smaller time to react to more potent DI. Will be keeping an eye on the hitstun amounts.
Removed Cancel Window during teleport
Potentially fixed some logic issues re: hitting a stuck kunai multiple times with a single attack.
Tumbling kunai no longer interacts with shield
Now travels straight up when it connects
Startup: 11 → 15
Travel Speed: 26 → 22
Damage: 4 → 6
Base Knockback: 95 → 90
Knockback Growth: 0 → 20
Ang: 110(?) → 90
SDI Multiplier: 0 → 1.2
DI Multiplier: 0.5 → 1.1
Up Special
Empty TP
Slightly Modified travel speed, startup friction, and reappear friction
Ledge grab is no longer possible during teleport. Ledge grabable frames start just after reappearing
Air Whiff Endlag: +5 (41 → 46)
Landing Whiff Endlag: + 5 (8 → 13)
Invincibility: f16-19
Throw
Reworked to be a redbounce combo tool
Not great for air combos, great for grounded strings.
Damage: 8 (-2) → 8
Base Knockback: 75 → 50
Knockback Growth: 30 → 10
Ang: 80 → -85
Hitstun Multiplier: 0.8 → 1 (B 0.78. G 0.715, Y 0.65, R 0.585)
This combined with the low scaling effectively makes it set Knockback, but the defender will reach that distance about 7% faster per band
Paralyzer: 0 → -7
SDI Multiplier: 1 → 1.25
DI Multiplier: 1.5 → 1.2
Side Special
No longer jump cancellable while traveling
Friction on landing and air ending increased
Can now be spark canceled while traveling and on landing
Sweet spot VFX should no longer have issues with cancels
Window to angle air version: 14f → 13f. This should fix a bug where Reina would travel in the wrong direction if she attempted to angle it late.
Fixed missing transition on F Rush Cancel
Hitbox size slightly increased
Landing animation IASA: f6 → f8
Base Knockback: 60 → 30
Ang: 70 → 35
DI Multiplier: 1.7 → 1.1
Paralyzer: 10 → 15
Ground:
Knockback Growth: 20 → 70
Air:
Knockback Growth: 20 → 60
Down Special
Fast swap
Now direct special cancellable from normals in the air
Actionable: f4 → 10
Chain Stance
Physics
Increased air accel/max speed to match Blade
Chain Strikes
C Jab
Swapped with FSt angle to better match animation
Pulls on Block
Base Knockback: 55
Knockback Growth: 40
Ang: 105
Hitstun Multiplier: 0.9
Attacker Hitstop: +3
C Forward Strike
Swapped with Jab angle to better match animation.
Removed late hit
Larger deadzone in the center of the move
Added an earlier sourspot on the just inside the tip of the move
Sweetspot semi spikes and HKDs.
Sweet
Causes HKD
Damage: 11 (-4) → 11 (-2)
Base Knockback: 60
Knockback Growth: 25
Ang: 20
Hitstun Multiplier: 0.75
Paralyzer: -3
DI Mod: 1.1
Shieldstun: 6 → 8
Shield Push Mod: 2 → 3
Sour
Active: 14-14 → 12-14
Damage: 5 → 5 (+3)
Base Knockback: 70
Knockback Growth: 35
Ang: 50
Hitstun Multiplier: 0.9
Shield Push Mod: 1 → -4.5
C Down Strike
Changed to Pull Knockback.
Pulls on Block
Damage: 11 (-4) → 11
Ang: 95 → 145
Hitstun Multiplier: 1 → 0.9
Paralyzer: -5
DI Mod: 1 → 1.1
Shield Push Mod: 2 → -5
Shield Stun: 6 → 7
C Up Strike
Added early launcher hit on f11. Linking into the second hit is DI dependent
Spike hitboxes unchanged.
Launcher
Activity: f11-f12
Damage: 3
Base Knockback: 105
Knockback Growth: 15
Ang: 85
Hitstun Multiplier: 0.7
Attacker Hitstop: 5 (?)
Weak Spike
Damage: 10 (-2) → 10 (-1)
Strong Spike
Damage: 10 → 10 (+2)
Chain Aerials
C Neutral Air
Slightly lower angle to diversify routes on DI down.
Ang: 50 → 45
Landing Lag: 16 → 7
Whiff Lag: +0 → +2
Kill power increases with activity. Compensating for up air and bz change
Early
Damage: 6 → 6 (+3)
Mid
Damage: 6 → 7 (+3)
Knockback Growth: 30 → 50
Late
Damage: 6 → 9 (+3)
Knockback Growth: 30 → 70
Ang: 45 → 40
DI Multiplier: 0.9
C Forward Air
Changed DI mod to diversify routes vs DI down. compensated with a slightly lower angle.
Damage: 8(-1) → 8(+2)
Ang: 120 → 130
DI Mod: 1 → 1.25
Landing Lag: 16 → 10
Whiff Lag: +0 → +6
C Up Air
Landing Lag: 16 → 10
Whiff Lag: +0 → +4
Made to be worse at combos with aerials, but fantastic with kunai.
Hits are almost identical, only slightly different to have similar routes and different shield pressure.
Base Knockback: 63 → 105
Knockback Growth: 55 → 10
Attacker Hitstop: 0 → 3
DI Mod: 1 → .75
Ignores Weight
Strong
Damage: 9 (+1) → 9 (+4)
Ang: 45 → 75
Shield Push Mod: 1 → 2
Shieldstun: 8 → 16
Weak
Damage: 9 (-3) → 9
Ang: 45 → 65
Shieldstun: 8 → 6
C Back Air
New Hit on f11.
This hit is not necessarily intended to link, or even be that great of a combo tool, but allows more coverage and some niche comboing
Can combo into second hit based on drift and SDI.
Designed to be pretty bad on block, but close hit does usually link into far hit on block
Landing Lag: 16 → 10
Whiff Lag: 16 → 13
Early
Activity: 1f
Damage: 3 (+3)
Base Knockback: 60
Knockback Growth: 40
Ang: 145
Hitstun Multiplier: 0.4
Paralyzer: 10f
SDI Multiplier: 1.3
Shield Push Mod: 6
Late
Shield Push Mod: 2 → -7
C Down Air
Landing Lag: 16 → 7
Added earlier sweet hit on f14 for better combos, Starts 1f earlier.
Early Hit
Activity: f14-f15
Base Knockback: 40
Knockback Growth: 70
Ang: 70
Paralyzer: -2
Hitstun Multiplier: 0.9
Late Hit
Starts 1f later
Active: 15-24f → f16-24f
Hitstun Multiplier: 0.7 → .9
DI Multiplier: 1.5 → 1.3
Shield Push Mod: 1 → 0.5
C Forward Throw
Can now combo in earlier bands
Base Knockback: 80 → 60
Knockback Growth: 30 → 50
Ang: 35 → 25
Hitstun Multiplier: 0.6 → 0.65
C Down Throw
Damage: 6 → 6 (+1)
Base Knockback: 65 → 45
Knockback Growth: 60 → 70
Ang: 75 → 80
DI Multiplier: 1.1 → 1.3
C Up Throw
Reworked to be a strong spike with low hitstun. Intended to work as a tech trap
Base Knockback: 90
Knockback Growth: 40 → 20
Ang: 35 → -35
Paralyzer: 0 → 5
DI Multiplier: 1 → 1.3
C Back Throw
Reworked into a high damage, DI Check kill throw.
Will function about the same, very few combos, better for positioning.
Damage: 6 → 15
Base Knockback: 90 → 75
Knockback Growth: 30 → 37
Ang: 125 → 135
Hitstun Multiplier: 0.7 → 0.9
Paralyzer: 0 → -5
Blade Stance
Rush
Base force applied: 26 → 24.5
Slowed Run Speed slightly
Lowered Short hop substantially
Blade Strikes
B Jab
Damage: 3 → 3 (+2)
B Up Strike
Sweet:
Compensated BZ increase
Damage: 11 → 11 (+3)
Knockback Growth: 60 → 63
Paralyzer: 0 → 4
Sour:
Added small hitbox closer to her front
Paralyzer: 0 → 4
B Down Strike
Added tipper strong hit for better launching.
Added Air Only spike inner hit. Have fun cheesing ledge.
Weak
Damage: 10 (-4) → 10
Ang: 76 → 86
Strong
Damage: 10 (+1)
Base Knockback: 40
Knockback Growth: 60
Ang: 96
Air Only Spike
Damage: 10 (-1)
Base Knockback: 30
Knockback Growth: 35
Ang: -75
Hitstun Multiplier: 0.7
Paralyzer: 4
SDI Multiplier: 1.1
DI Multiplier: 1.2
Forward Strike
Compensating bz change with increased killpower
Strong Hit
Increased charge scaling
65 → 70
Blade Aerials
B Neutral Air
Added a precise combo hit in the center.
Increased all attacker hitstop
Increased low band combo potential while maintaining high band’s scaled knockback
Whiff Lag: 7 → 9
Front
Damage: 8 → 8 (+1)
Ang: 25 → 20
Base Knockback: 50 → 40
Knockback Growth: 30 → 40
Attacker Only Hitstop: +2
Shield Push Mod: 1 → 2
Back
Damage: 10 → 10 (+4)
Attacker Only Hitstop: +2
Shield Stun: 9 → 13
Shield Push Mod: 1 → 0.5
Center Hit
Damage: 6 (+2)
Base Knockback: 60
Knockback Growth: 30
Ang: 70
Shieldstun: 9 (same as front)
Shield Push Mod: 2 (same as front)
B Forward Air
Whiff Lag: 7 → 10
Damage: 8 → 8 (+1)
B Back Air
Whiff Lag: 7 → 11
Added a weak inner hit that sends up.
Sweet
Damage: 8 → 8 (+4)
Shield stun: 9 → 12
Shield Push mod: 1 → 1.25
Sour
Damage: 11 (-2)
Base Knockback: 60
Knockback Growth: 30
Ang: 80
Shieldstun: 9
Reverse Hits Enabled
B Up Air
Slightly reduced base power, increased charged power
Shield Stun scales higher with charge
Whiff Lag: 7 → 10
Strong Hit
DI Multiplier: 0.3 → 0.6
Shield Stun: 5 → 12
Max Charge Multiplier: 1.05 → 1.2
B Down Air
Made it easier to wall tech when she faces backwards.
Compensated increased DI Multiplier with harsher spike angle.
Gave it a strong ground-only hitbox. (“ → ” compares old hit that is now Air Only)
Shield Stun increases with more Charge
Landing Lag: 7 → 10
Compensated base Shield Stun
Whiff Lag: 7 → 13
Air Only
Ang: -110 → -100
DI Multiplier: 1 → 1.5
Ground Only:
Damage: 12 → 12 (+1)
Base Knockback: 30 → 40
Knockback Growth: 55 → 55
Ang: 100 → 95
Hitstun Multiplier: 0.5 → 1.1
SDI Multiplier: 0.5 → 1
DI Multiplier: 1
Shield Stun: 14 → 17
Blade Throws
B Down Throw
Reworked to be a strong combo throw
Base Knockback: 55
Knockback Growth: 55
Ang: 105
Hitstun Multiplier: 0.75
DI Multiplier: 1
B Up Throw
Reworked to be a strong spike with low hitstun. Intended to work as a tech trap
Base Knockback: 90
Knockback Growth: 15
Ang: -54
Paralyzer: 5
DI Multiplier: 1.3
Seth
Battery Mechanic
Charges required to fill a battery: 3 → 4
Plink Bug
Potentially fixed the issue with buffering EX moves out of hitstun
Added a 1 frame transition from Aerials into EX moves. It’s working but a little rickety? Look out for any bugs related to this.
Physics
GtA Momentum: 0 → 0.6
GtA Stick Influence: 1 → 0.35
Misc.
Aerial landing animations have been adjusted.
Jab
Knockback: 50/60/35 → 70/20/35
Now puts opponent in corkscrew state
Shield Push: 1 → 2
Up Strike
Bottom of hitbox slightly shifted up
Activity on lower hit reduced: 10f → 5f
Up Special
Normal version
Startup: f21 → f22
Dramatically shunk hitbox sizes for the normal hits. This should not affect linking, as the combo-only hitboxes are still very generous.
3rd linking hit: SDI multiplier 0 → 0.5x
Final hit:
Knockback Growth 30 → 25
Hitstun mult: 0.85 → 0.8
EX Version
1st hit has new on-hit properties:
Knockback 70/30/75
Paralyze hitstop: 2f
Hitstun mult: 0.8x
SDI mult 1.15x
Now spark cancellable after first hit
Strong hit now only occurs after hit 1 connects
ANG: 50 → 35
Weak late hit: Active f16-27 → f16-22 (Air version only)
Now stales with the rest of the versions of uSp
Side Special
sSp1
Aerial hitbox has been pulled in
Shield stun: 4f → 10f
EX sSp1 projectile
Ground hitbox only hits grounded opponents and ignores jumpsquat.
Crossup Offset: 0 → 0.2
Detonation Hit is now blockable both ways
Projectile no longer casts the delayed explosion on hitting shield
sSp2 (Normal)
Slightly reduced and lowered hitboxes
EX sSp2
Shield stun: 8f → 5f
Shield push modifier: 1 → 2
Can now sparkless JC on landing
Down Special
Normal
Slightly reduced the spike hitbox size
Now walljump cancellable as soon as f45
Knockback threshold on armor: 150 → 115
EX
Now has armor w/ Knockback threshold of 115
Hitstun modifier: 0.6x → 0.8x
Up Throw
Legacy Combatant up throw rework
Base Knockback: 65 → 50
Knockback Growth: 60 → 80
Ang: 90 → 80
Hitstun Multiplier: ?
DI Multiplier: 1.5 → 1.1
The Torment
Rework Goals
Fine tune what Torment “should” be good/bad at
Should be big, easy to combo, disadvantaged in neutral, and have a limited recovery
Should not be terrible on block, force spark cancels on landing, be a laser gamer
Attempt to remove “feels bad” moments from both sides of the MU
Limit Laser checkmates
Slightly limit earliest kills
Reduce times where a hit looks like it shouldn’t hit Torment but does
Reduce landing stickiness (in advantage)
Ambiguity on hitboxes
Incorrect values on stats (like shield stun variance)
Normalize Global mechanics
We would like to allow for more skill ceiling, and deeper knowledge, but still an overall simpler character with a lower floor
This character should still be difficult to use at a high level
Physics
GtA Momentum: 0 → 0.7
GtA Stick Influence: 1 → 0.3
Fixed various actions including crouch and teeter
Fixed a bug where it could grab ledge before shooting the lv4 A-Bomb
Total meter requirement per level: 300 → 400
Fixed parry frame data to match the rest of the cast
Fixed a bug where The Torment couldn’t multiparry
Ledge Stand
Normalized frame data of ledge stand with the rest of the cast.
Strikes
Jab
Making Jabs give progressively better shield pressure
Jab 1 and 2 have pressure gaps, But Jab 3 is very plus
Jab 1
Added hitbox in the air to better follow the swing
Removed innermost shockwave hitbox
Shield Stun: 13 → 17
SDI Multiplier: 1 → 1.1
Jab 2
Changed in light of redbounce stun increases.
Now has a fair amount of defensive influence and will require the use of the drift mechanic to cover all DI in later bands.
This still true combos into many followups, but is more dependant on the defender
Base Knockback: 60 → 80
SDI Multiplier: 1 → 1.1
DI Multiplier: 0.3 → 0.6
Hitstun Multiplier: 0.4 → 0.35
Paralyzer: 6 → 3
Shield Stun: 13 → 20
Jab 3
Shield Stun: 13 → 19
Damage: 12 → 12(-4)
Forward Strike
Slightly increased Arm Invulnerability size
Sweet
Added missing inner hitbox, cleaned up outer hitboxes
Shoulder hit identical except shield stun
Now has corkscrew knockback on the strong hit
Lowered angle, compensated with lower kbg.
Kills at same range, but optimal survival DI is a little better
Knockback Growth: 100 → 90
Ang: 45 → 35
Fixed shield stun oversight on some hitboxes
Outer Hit: 5-12 → 10
Inner Hit Shield Stun: 10 → 5
Shield Push: 1 → 1.5
Sour
Late hit prioritized above Early hits
Stronger for late band combos
Base Knockback:25 → 60
Knockback Growth:80 → 20
Shield Stun: 12 → 5
Up Strike
Added head hitbox to better match animation
Non Evo
Head hitbox given slightly more Paralyzer to better link into fire
Paralyzer: -6 → -1
Evo
All fire hitboxes active at once now to increase consistency of launcher link
Down Strike
Hitboxes rearranged to hit airborne opponents near The Torment more consistently
Added Intangibility on arms during swing
Tipper
Shield Push: 1.5 → -4
Shield Stun: 10 → 12
Inner
Shield Push: 1 → 2
Aerials
Shifted the extra lag to be on whiff, not hit/block. Aerials should feel less sticky on hit.
Neutral Air
New small sour hitbox on front shoulder to better be used against grounded opponents
Landing Lag: -14
Whiff Landing Lag:+14
Forward Air
Landing Lag: -6
Whiff Landing Lag:+6
Shield Push Mod: 1 → 2
Shield Stun: 10 → 13
Up Air
Added inner hitbox to prevent whiffs inside of the model
Landing Lag: 28 → 9
Whiff Landing Lag: 28 → 17
Sour
Ang: 80 → 70
Charge Knockback multiplier: 1.2 → 1.1
Increased priority of spike hit. Should be more spacing based rather than timing based.
Enabled Reverse Hits
Sweetspot Spike
Shield Stun: 7 → 15
Back Air
Landing Lag: 25 → 20
Whiff Landing Lag: 25 → 25
Strong Hit Removed on first 2 frames. Replaced with a slightly weaker hit.
Replaced with a semi-spike that leads to EG instead.
Strong Early (first 2 frames):
Damage: 15 → 10
Base Knockback: 55 → 45
Knockback Growth: 70 → 60
Ang: 45 → 20
Inner Sour
Extra Attacker Hitpause: 0 → 5
Down Air
Landing Lag: 24 → 11
Whiff Lag: 24 → 21
Added missing sweetspot hitbox (low + front) to match vfx
Sweet
Shield Push: 1 → 2
Shield Stun: 1 → 15
Sour
Shield Push: 1 → 2
Shield Stun: 1 → 5
Specials
Neutral Special
Eldritch Beam
Angle shifted: 40 → 50
Cleaned up Hitboxes. Slightly larger, more consistent.
Damage: 22 → 18
Startup: 20 → 25
Ultimate Hex (A-bomb)
Fixed a bug that prevented it from transitioning from spark rushes
No longer grabs ledge
Air (Normal)
Removed jump cancel
Actionable is 10f sooner
Up Special
Now jump cancellable at the peak
No longer transitions into flip move on hit
Falling Hit now blockable both ways (not shockwave)
Side Special
Air
Cleaned up Grab hitbox to match arm
Damage: 24 → 20
Base Knockback: 55 → 75
Knockback Growth: 30 → 35
Ground:
Cleaned up grab hitbox
Reduced travel height slightly
Should grab opponents on platforms less
Added a grab hitbox to hand on f25 during the swipe animation
Activity f15-25 → f15-26
Damage: 27 → 21
Knockback Growth: 30 → 35
Ground Evolved:
Damage: 33 → 28
Base Knockback: 80 → 75
Knockback Growth: 30 → 25
DI Multiplier: 0.6 → 0.85
Hitstun Multiplier: 1.1 → 1
Down Special
Hits reworked and streamlined to feel less random.
Toned down rising/charge hits to better match their low-impact animation
More killpower on longer falls.
Normalized Blockstun for all falling hits. Slightly worse on block overall.
Added a hit at the start of fall that matches the charging hit
Similar properties to the rising hit
This should limit it’s potential as a kill move unless the opponent is below Torment
Charging Hit
Damage: 20 (-12) → 12 (-6)
Ang: 30 → 65
Crossup Offset: 0 → -0.1
Falling Hit 1 (f 3-6)
Damage: 16 → 16(-2)
Base Knockback: 90 → 80
Crossup Offset: 0 → -0.1
Shield Stun Normalized to 10
Falling Hit 2 (f7-10) and Hit 3 (f11-15)
Crossup Offset: 0 → -0.1
Shield Stun Normalized to 10
Falling Hit Loop (f15+)
Transitions into loop at frame 15. This is pretty high up.
Damage: 18 → 25
Base Knockback: 90
Knockback Growth: 50 → 70
Ang: 90
Crossup Offset: 0 → -0.1
Shield Stun Normalized to 10
This will likely kill anyone in yellow
Shockwave
Made to be similar to falling hits.
Damage: 18 → 16 (-4)
Base Knockback: 70 → 80
Ang: 70 → 90
Crossup Offset: 0 → -0.1
Shieldstun: 4 → 2
Shield Push Mod: 1 → 2
Throws
Grab
Startup: f12 → f11
Hitboxes adjusted to better match the animation
Urdah
Physics:
Run Speed
9.9m/s → 8.4 m/s
Grounded Rush speed
15 → 13
Super Jump
Adjusted Forwards Super Jump
Less horizontal force, less gravity
Specials
Grounded Down Special (Partial Rework):
Now has two different versions:
Urdah Bomb:
Grabbing an opponent during hitstun results in a quick suplex that leaves opponents in knockdown close to Urdah for a mixup.
True Urdah Bomb:
Grabbing an opponent that is actionable results in the True Urdah Bomb, a powerful slam dunk that spikes. Don’t get grabbed near the ledge!
Urdah can move back and forward slightly during the throw to reposition.
Grounded Neutral Special (Rework)
Grabs the opponent’s legs and performs a spinning piledriver. The throw has paralyzer on release and will be a massive combo starter.
This move can only grab opponents on the ground. It will not grab opponents in jumpsquat.
Aerial Neutral Special (Partial Rework):
Hits reworked into a multihit that drags forward.
Physics + forces overhauled
It can now repeat 4x instead of 3
If you land during the move, the vertical force Urdah gets from mashing is translated into horizontal force.
No longer land cancels at the end.
Up Special (Partial Rework):
Physics and timings have been substantially changed.
Now blastzone intangible during startup
Rising hitbox
Hit size substantially increased
Urdah’s arm is now intangible during the hit.
Active frames: f15-23 → f22-23
Damage: 10 → 11
Base Knockback: 60 → 90
Knockback Growth: 45 → 30
Angle: 75 → 85
Grab Followup:
Hitbox is now smaller
Startup: f3 → f9
Actionable: f49 → f56
Can now cancel into while rising
Now Urdah and her opponent both fall to the ground before throwing.
Touching the blast zone during the fall causes both Urdah and the opponent to bounce up.
Dive Attack Followup:
Can now cancel into while rising
Now has a weak hit followed by a strong hit.
Weak hit damage: 10
Strong hit damage: 20 → 14
Side Special:
Startup: 28f → 18f
Distance reduced substantially
Behavior of the feint has been reworked. Urdah can do as many feints as she wants, provided they are chained together. If she ends the feint move, or travels forward, she no can no longer activate sSp until it is refreshed.
Strikes
Jab
Jab 1
Note: adjustments have been made to Urdah’s jab 1 to tune it as a powerful mixup tool to set up for her grapple mixes. Try doing jab → grounded nSp. This will link if the opponent does not react. If they try to jump to avoid the nSp grab, they can be caught with grounded dSp or a regular grab.
Hitstun Multiplier: 1 → 0.8
Paralyzer: -1 → 4
Jab 2
Knockback Growth: 50 → 60
Up Strike (Rework):
Reworked - Now a slow upwards swing in front of Urdah with both hands
This move has a small paralyzer on hit, making it great for landing special cancels.
Both of Urdah’s hands and forearms are invincible during the hit.
14f Startup
13 damage
Down Strike:
Knockback angle: 65 → 75
Forward Strike:
Strong Hit Duration reduced by 2 frames
Shield Stun (Strong Hit) 15 → 12
Shield Stun (Weak Hit) 11 → 8
Aerials
Forward Air:
Base Knockback: 40 → 50
Knockback Growth: 65 → 62
Boost Force:
Reduced force while moving forwards from 4 to 2
Increased force while moving backwards from 4 to 6
Shield Stun: 12 → 9
Shield Push: 1.2 → 1Bonus Attacker Hitlag: 1 → 3 (This makes the opponent get a bit of a head start on knockback before Urdah can rush cancel)
Neutral Air:
Pulled in hitboxes slightly.
Weak Hit
Damage: 10 → 8
Hitstun Multiplier: 1 → 0.75
Base Knockback: 45 → 60
DI Multiplier: 1 → 1.15
Knockback Angle: 75 → 50
Up Air:
Startup: 6 → 8
Damage: 10 → 11
Base Knockback: 45 → 80
Knockback Scaling: 50 → 35
Angle: 90 → 80
Throws
All Cargo throws and normal throws stale together
Up Throw
Base Knockback: 83 → 63
Knockback Growth: 60
Ang: 85 → 95
Cargo:
The knockback of Urdahs cargo throws is now affected by the direction the opponent is holding, in addition to DI.
Unlike DI, which angles the direction of knockback, this adds an extra force in the direction held.
All Cargo throws can now be rush cancelled
All Cargo throws except Forward throw have had their animation speed up significantly
Cargo Release (Pressing attack while carrying an opponent)
Base Knockback: 53 → 55
Knockback is now based on the opponents held direction
Velora
Physics
GtA Momentum: 0 → 0.6
GtA Stick Influence: 1 → 0.5
Increased Air Acceleration
Strikes
Jab
Adjusted autolink properties slightly
Jab 1
Knockback Growth: 0 → 30
Ang:50 → 60
Hitstun Multiplier: 0.6 → 0.8
SDI Multiplier: 0 → 0.5
Jab 2
Knockback Growth: 0 → 30
Hitstun Multiplier: 0.6 → 0.8
Paralyzer: 3 → 0
SDI Multiplier: 0 → 0.5
Up Strike
Startup (uncharged): f5 → f7
Startup (charged): f14 → f12
Early cancel made a little easier with slightly increased hitpause
Last Hit made into decent kill move
Knockback Growth: 35 → 75
Down Strike (Charged)
Hit 1
Increased DI Multiplier/SDI Multiplier. Hit 2 is avoidable at some spacing with proper defense.
Hitstun Multiplier: 1 → 0.95
Paralyzer: 5 → 4
SDI Multiplier: 1 → 1.25
DI Multiplier:1 → 1.1
Hit 2
Causes HKD
Base Knockback: 55 → 45
Knockback Growth: 40 → 30
Ang: 15 → 20
Aerials
Back Air
Uncharged
Knockback Growth: 65 → 72
Charged
Startup w/ charge: f23 → f19
Range has been increased
Neutral Air
Uncharged
Hitboxes have been slightly pulled in.
Startup: f6 → f7
Base Knockback: 45 → 50
Whiff landing lag: 7f → 13f
Note that this move still has a sizeable autocancel window that begins 9f after the hitbox ends.
Force staling is slightly steeper
Charged
Added a small inner hit on Velora’s body to make defense vs the move more consistent (i.e. the hits are less random)
Hits 1-4 sizes slightly adjusted
Hits 1-4 Hitstun Multiplier: 1.1 → 0.7
Hit 5-7 Hitstun Multiplier: 1.1 → 1
Hit 5-7 ANG: 90 → 70
Force staling is slightly steeper
Forward Air
Uncharged
Hit 1
Paralyzer added: 5f
Knockback Growth: 0 → 15
Note: This change should not adversely affect linking after the paralyze buff.
Slightly adjusted fastfall behavior
Hit 2
ANG: 55 → 30
Charged
Second hit
Hitstun multiplier added: 0.75
SDI modifier added: 1.5
Down Air
Uncharged
Startup: f6 → f8
Can now reverse hit
Slightly rearranged hitboxes to make reverse hits feel more consistent
ANG: 60 → 35
Knockback Growth: 55 → 45
Whiff landing lag: 13f → 10f
Charged
Drift and fastfall are now blocked for 15f after the hit
Landing lockout now begins 2f later
Backwards force slightly increased
Autocancel window start: f22 after hit → f30 after hit
Up Air
Uncharged
Startup: f14 → f12
Charged
Total startup w/ charge: 20 → 23
Weak hit angle: 70 → 60
Specials
Side Special
Dash portion
Base distance reduced. Can now be charged for extra distance
Blocking now prevents Velora from performing her follow-ups
Endlag reduced
Can be wall jump cancelled
Gravity override on-hit: 20 → 15
Slash followup
Now has corkscrew Knockback
Knockback: 85/15/-10 → 75/15/-15
Down Special
Hopefully fixed a bug that would cause a bouncing cannonball to hit multiple times.
Throws
Up Throw
Reworked. Now fires a shot after the slash.
This shot can be slightly aimed and zooms in red band.
You can spark cancel before the shot to prevent it.
Down Throw
Knockback Growth: 95 → 85
Weishan
Plink Bug
Potentially fixed the issue with buffering EX moves out of hitstun
Added a 1 frame transition from Aerials into EX moves. It’s working but a little rickety? Look out for any bugs related to this.
Physics
GtA Momentum: 0 → 0.5
GtA Stick Influence: 1 → 0.45
Increased Air Acceleration
Strikes
Jab
Fixed trail vfx
Shorter gap on shield between Jab 2 and 3
Jab 1
Knockback Growth: 0 → 45
DI Multiplier: 0 → 0.5
SDI Multiplier: 0 → 0.5
Jab 2
Knockback Growth: 0 → 45
Paralyzer: 3 → 0
Shield stun: 7 → 9
Jab 3
Removed sweetspot tipper
Forward Strike
Knockback Growth: 50 → 48 (to compensate for the DI mod killing earlier on DI down)
DI Multiplier: .75 → .9
Down Strike
Hit 1
Paralyzer: 0 → 2
SDI Multiplier: 0 → 0.5
Hit 2
Hitstun Multiplier: 1.1 → 1.0
Paralyzer: 0 → -3
Aerials
Fixed a bug that caused charge scaling to not apply properly
Down Air
Charge Scaling Start: f1 → f3
Sweetspot
Shield Stun increases more with Charge
Forward Air
Modified Angles to differentiate it from bAir
Charge Scaling Start: f1 → f3
Charge Knockback Multiplier: 1 → 1.05
Startup: f9 → f11
Strong Hit
Knockback Growth: 80 → 70
Ang: 45 → 35
Weak Hit
Ang: 55 → 40
Back Air
Modified Angles to differentiate it from fAir
Charge Scaling Start: f1 → f3
Strong Hit
Knockback Growth: 75 → 70
Ang: 45 → 50
Weak Hit
Raised anti-deadzone hitbox to be closer to upper body
Damage: 10 → 10(-2)
Ang: 55 → 60
Specials
Side Special
Ground
Slightly reduced inner hitbox
Tap Throw
Now scales properly. Base Knockback modified to make early band combos similar.
Base Knockback: 90 → 80
Knockback Growth: 5 → 25
Paralyzer: 0 → -1
Air
Removed inner hitbox, reduced hitbox size.
Tap Throw
Knockback Growth: 5 → 7
DI Mod: 1 → 1.1
Paralyze: 0 → -1
EX version
Reworked into a dashing shoulder check
Partial Light Armor on first half
Has a strong hit on the first active frame, and a slightly weaker hit on later frames
No disjoint, but less endlag
No longer transitions into Side Special grab
Now limited to one use per airtime (resets on hit)
Down Special
Grounded hitbox size increased
Aerial version can no longer reverse hit
Now causes corkscrew Knockback
Vfx updated
Normal
Armor Normalized to 150
Ground
Gained armor during charge
Air
No longer has armor during charge
EX
Armor Normalized to 200
Neutral Special
Grounded projectile
Adjusted frame data to be closer to the vfx
Shield push modifier: -3
Fixed a bug that made it cross up too often
EX Fall hit
Ang: 40 → 35
DI Multiplier: 1.0 → 1.3
EX Up Special
Cleaned up transitions
Throws
Up Throw
Legacy Combatant up throw rework
Base Knockback: 65 → 50
Knockback Growth: 60 → 75
Ang: 90 → 100
DI Multiplier: 1.5 → 1.1
Zhurong
Physics
GtA Momentum: 0 → 0.3
GtA Stick Influence: 1 → 0.6
Jab
First Hit
Shorter gap on shield between Jab 1 and 2
Shield Stun: 6 → 8
Second Hit
Removed last frame to prevent hitting behind
Activity: 4-7 → 4-6
Up Strike
Inner hitboxes removed
Down Strike
Startup: f7 → f8
Forward Strike
Hit 1
DI Multiplier: 0 → 0.4
SDI multiplier: 0 → 0.4
Hit 2
Angle raised to link into hit 3 better
Ang: 45 → 60
SDI multiplier: 0 → 0.4
DI Multiplier: 0 → 0.4
Puts opponent in corkscrew state
Forward Air
Cleaned up hitboxes to better match anim
Down Air
Sour
Reduced hitboxes: 0.3 → 0.2
Sweet
Reduced Hitboxes: 0.35 → 0.3
Grounded Sweet:
Added many Ground Only hits to other character’s spikes, inspired by how strong this is. That being said, the late band hitstun had to get reduced
Hitstun: 1.0 → 1.0 (Yellow 0.8, Red 0.8)
Back Air
Cleaned up Hitboxes
Sweet
Compensated BZ increase
Knockback Growth: 58 → 60
Sour
Damage: 4 → 6
Added a Late Sour hit for the last 3 frames. It’s almost the same, just a little tighter for links.
Late Sour
Damage: 4
Paralyzer: -2
Hitstun Multiplier: 1 → 0.9
Neutral Special
Note: All versions of nSp projectiles besides the Super Slash (Lv. 5 Red) no longer grant spark. This change was made with the intent to vary the cadence of Zhu’s advantage state, as well as generally make combo links tighter. With that said, every version of nSp can still be true combo’d from under the correct conditions, even without spark.
Red
All levels are now normalized to be a version of the spinner except the last.
Level 5 (Super Slash)
Knockback Growth: 12 → 17
Blue
No longer has knockback towards Zhurong.
Now is a strong paralyzer. Stun increases with charge
15f with no charge (only +2 on hit)
40f at full charge
Neutral Special
Red
Move rebuilt to be easier to b-reverse
Now releases 4 different versions of the Phoenix Cutter (still has Phoenix Slash on lv5)
Phoenix Slash Knockback Growth: 17 → 30
No longer grants spark from projectiles
Blue
Hitbox active: 12f → 7f
No longer grants spark
Knockback removed (now only causes flinch after hitlag)
Hitlag multiplier: 1 → 0.5
Hitstun multiplier: 1 → 0.5
Paralyze added: 20f
Max charge projectile hitlag multiplier: 1 → 10
Actionable (uncharged): 40 → 34
DI angle modifier: 1 → 2
Side Special
Red
Animation and hit slightly modified to hit in front only
Now active on f24-25 on both grounded and aerial versions
Spark cancel window start: f23 → f19
Can now be canceled into wall jump
Endlag increased by 5f
Crossup Offset: 0 → 0.3
Shield Push Mod: 1 → 1.1
Blue
SDI Multiplier: 1 → 1.1
Up Special
Red
Sweet
Damage: 17 (-2) → 15
Sour
Ang: 75 → 110
Hitstun Multiplier: 1 → 0.9
Shieldstun: 12 → 6
Hitbox size reduced slightly
Reversal frames: 7 → 8
Down Special (Blue)
Weak hit: now separated into ground-only and air-only hits
Air hit: no longer overrides opponent gravity
Ground hit: longer radial knockback. Immediately knocks opponents down.
Up Throw
Legacy Combatant up throw rework
Base Knockback: 50 → 30
Ang: 90 → 85