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

      1. 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

    • Hitlag: 8f → 10f

    • Hitstun: +4f

    • Max DI angle: 10° → 8°

  • 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 → 1

    • Bonus 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