Live Update 1.2 Patch Notes

This will be mostly balance and QoL changes, along with minor UX improvements.

Balance Updates

AnG

  • General

    • Elemental Remnant

      • Damage buff removed until last-hit bug is fixed or mechanic is reworked

  • Up Special

  • Air uSp

    • Fixed bug with Afi incurring crit on normal uSp

  • DPs

    • Removed swap mechanic

    • Reworked to more in line with normal DPs

    • Potentially revisiting the swap mechanic later

  • Up Air

    • Afi

      • Projectile travels farther with charge

      • Added late hit sour spot to compensate

  • Down Air

    • Galu

      • Adjust Ground Only hit BKB to match the Air Only hit

        • Base Knockback: 35 → 60

Ezzie

  • General

    • Fixed an animation bug on spark jump cancel

  • Jab

    • Jab 1

      • added missing DIM/TDIM

      • Links between hits improved

    • Jab 2

      • Links between hits improved

  • Side Special

    • Messed with the physics during cast, should be a lot more solid for recovery and general movement

      • Tip: Try using it while rising from a double jump for recovery

    • Hits now ignore gravity to be consistent across the cast

    • Possibly fixed reflect bug

    • No longer can land cancel during the startup

    • No longer grants spark on the early hit.

  • Neutral Special

    • Normal

      • Startup: f15 → f10

      • Pushback force increased.

      • Increased drift control to compensate

      • Projectile now grants spark

    • Hexglade

      • Improved tracking logic. It should no longer target inactive players.

      • Projectile now grants spark

      • Ezzie can now drift after shooting the projectile

      • BKB: 15 → 35

      • Hitstun modifier: 1 → 0.5

        • Note: it still has 20f paralyzer

  • Up Special (Air)

    • Teleport reappear

      • Hitbox is slightly larger

      • Ledge grab: f8 → f18

      • Is now walljump cancellable after f27

  • Down Strike

    • Mine

      • Cut non-glade endlag in half

  • Forward Strike (Hexglade)

    • Added hitboxes to the staff

  • Forward Air (Hexglade)

    • Projectile now grants spark

    • No longer collides with other projectiles

  • Up Air (Hexglade)

    • Projectile now grants spark

    • No longer collides with other projectiles

  • Back Air (Hexglade)

    • Improvements have been made in the position tracking logic. It should no longer target inactive players, and can now track characters in front of or behind Ezzie. The projectile will still always face behind Ezzie.

    • Projectile startup: f70 → f39

    • Simplified hits. No longer has a sourspot.

    • DI modifier: 1.3 → 0.7

    • Angle: 130 → 145

    • KBG: 50 → 25

Kidd

  • Jetpack

    • Increased delay before fuel starts getting consumed: 3f→7f

    • Drain Rate: 1.5 → 3

  • Physics

    • Air Acceleration: 65 → 60

      • Seeing if there is noticeable difference

  • Up Special

    • New vfx

    • Kidd now bounces on the ground upon landing

    • Kidd can now drift 8f earlier at the end of his travel.

    • Walljump window is now moved 5f later.

    • [EXPERIMENTAL] Now has some gravity while traveling. This should make the arcs feel a little interesting compared to the standard 8-way spacie recovery.

    • Unfueled

      • Can now travel 8 ways instead of just 3

      • Normalized forces to be consistent. This is overall a buff as some directions didn’t have as much force as others.

    • Fueled uSp

      • Increased cost of charge from 1 to 2 pips

  • Side Special

    • Added small flash indicator to show when transition is available

    • Divekick

      • Shortened window for divekick

      • Disabled reverse hitboxes on divekick

    • Headbutt

      • Removed infinitely looping startup.

      • Limited to one reversal

      • Hitbox size increased slightly to better match animation

  • Down Special

    • Beta Shine

      • Now costs 1 pip of fuel

    • Gamma Shine

      • Not implemented yet but we plan to make this give 3 pips of fuel back on hit

      • Shield Push Mod: 4→3

  • Forward Air

    • Sour spot hit removed.

    • Knockback scaling increased slightly to compensate for easier hit with lower combability in later bands (although redhorns connects better on no DI)

    • Maintained sour for shield hits.

      • Overall worse on block

    • Sweet

      • Knockback Growth: 45→55

      • Shield Push Mod: 2→1.5

      • Shieldstun: 9→6

    • Sour

      • Knockback Growth: 45→55

      • Shield Push Mod: 2→1

      • Shieldstun: 9→3

  • Neutral Air

    • Shield pressure was slightly better than necessary because of old DP startups. Now compensated for current DPs.

    • Earliest Hit:

      • Shield Stun: 14→11

    • Latest Hit:

      • Increased in shield stun to be closer to middle hit for simplicity. (Still minus)

        • Shield Stun: 4→6

  • Secret

    • Changed something secret (slightly)

Reina

  • Neutral Special

    • Reina can no longer teleport to a kunai that has been kicked by an opponent. She will still own it, and thus can catch it from the air.

    • Min frames before pickup increased slightly to prevent awkward pickups.

  • Grabs and Throws

    • Landing a grab now swaps Reina’s stance.

    • All throws set to same staling channel across stances

    • All throws can Special Cancel into dSp

  • Chain Down Throw

    • Damage: 6 (+1) → 8

    • Base Knockback: 45 → 50

    • Knockback Scaling: 70 → 65

  • Blade Forward Throw

    • Base Knockback: 80 → 40

    • Knockback Scaling: 30 → 60

  • Blade Up Throw

    • Added missing RC window

Seth

  • General

    • Seth now spawns in with 3 battery charges!

  • Down Special EX

    • Lowered distance slightly, adjusted travel angle

    • Reworked the hit into a high-base kill move that can set up for blastzone carries at early bands.

      • BKB: 45 → 70

      • KBG: 40 → 50

      • Ang: 35 → 30

      • Paralyze: 10f → 15f

      • Hitstun modifier: 0.8x → 0.4x

    • Note that while this move will have limited true combos, its potential as a followup, surprise kill move, and setup for airtech traps will still make it extremely strong.

  • Side Special

    • Part 1

      • Increased force staling on multiple aerial sSps

    • Part 1 EX

      • Can no longer rekka cancel into other special moves

      • No longer has sparkless JC frames at the end

      • Shrunk hitbox size on the projectile while it is falling

      • Ground splash hitbox is now reflectable on parry

      • Splash hitbox

        • No longer has significant knockback on launch. Hitstun after paralyze is capped to 5f

        • Paralyze frames: 35 → 40

        • Fixed a bug where it would pass through platforms

    • Part 2

      • Slightly reworked animation timing and forces

      • Total active frames: 12f → 4f (During the lightning VFX)

      • Reworked the hit into a paralyzing combo hit, similar to Ashani aerial sSp2

        • BKB: 50 → 60

        • KBG: 60 → 20

        • Angle: 30 → 40

        • Paralyze added: 20f

        • Gravity override added

      • Jump cancel window moved to the end of the travel

  • Up Special (Air)

    • Pulled in final hitbox size

    • Made adjustments to improve linking

    • Added 0.5x TDIM to linking hits 1 + 2. This should allow the opponent to influence their position more while being hit.

  • Neutral Air

    • Fixed a bug where the final hit would hit twice while landing.

  • Down throw

    • Fixed a bug where opponents would clip through the stage.

Urdah

  • Jab 2:

    • BKB: 65 → 60

    • KBG: 60 → 30

    • Angle: 25 → 35

    • Added a gravity modifier to make all characters briefly fall faster after being hit. This should cause the move to force tech chases despite the angle change.

  • Neutral Air

    • Reduced KB multiplier on max charge

  • Up Air

    • Reduced KB multiplier on max charge

  • Back Air

    • Reduced KB multiplier on max charge

  • Up Special

    • Grab

      • Trimmed late activity to better match animation slowdown

      • Activity: 20f → 17f

  • Cargo Throws

    • Neutral Throw now causes HKD.

    • Directional throws now have delayed cancel windows.

Velora

  • Side Special

    • Adjusted the forces and animation to be more accurate to the hitbox

    • Total frames active during dash: 11f → 6f

      • Note: the hitbox frames cut off the end were previously active after the move had decelerated, which does not look or feel correct to get hit by in practice.

    • Lowered max fall speed while charging.

      • Note: This will functionally increase the recovery distance Velora can get, but lower the height mixup potential.

    • Automatically follows up into the Slash attack. “Empty” hit removed.

    • Keg

      • Input remapped to Special Tap or Hold

      • Removed damage on detonation hit to prevent double hits causing Lethals

      • Properly stales with other Side Specials

      • Knockback Growth: 70 → 75

  • Down Special

    • Removed plink alt fire. Always spawns behind Velora.

    • The cannonball can no longer hit twice when coming from the sky. It must be kicked by Velora to reactivate the hitbox.

  • Up Special

    • Increased effective endlag for movement options at the end of this move, but maintained the cancel window for attacks. WJC unchanged.

    • IASA Frames: f20>f27

    • Added cancel window into attacks on f20

  • Down Strike

    • Slightly adjusted the animation to look less like Velora is sliding backwards

  • Up Strike

    • Modified hits to have different KB on differently timed cancels

    • Hit 1

      • Knockback Growth: 40 → 20

    • Hit 2

      • Knockback Angle: 125 → 120

  • Forward Strike

    • Note: We wanted to target the use cases each version had in neutral and we felt that uncharged fSt covered too much of the same space with less of the risk. This caused it to overshadow the charged version as an overshoot neutral tool.

    • Uncharged

      • Now resets x momentum just before swing. This prevents momentum backwards from stopping her from travelling forward but also limits the speed she can carry into the swing.

    • Charged

      • We noticed this covered a ton of space, likely due to our animation refactor. Toned down distance slightly

      • Increased friction during charge

  • Neutral Air

    • Final 3 hits properly scale across bands.

    • Decreased DI mod to compensate for the L/R TDI mix that defenders have

    • Knockback Growth: 50 → 100

    • DI modifier: 1→ 0.7

    • Fixed bug on first hit causing crashes

  • Forward Air

    • Uncharged

      • Reduced hitstun on hit 1, but exploring some para+autolink mechanics on it.

        • This should make this an easy link into fair 2, but allow some tricky (but mostly untrue) mixes into another move. Chump-checks the airtech.

      • Hit 1

        • Min/Max Frames: 6/15

        • Knockback Growth: 15 → 0

        • Para: 5 → 6

        • Hitstun Mutliplier: 1 → 0.6

    • Charged

      • Returning a little kill power at the cost of some combo potential

      • Hit 2

        • Angle: 20 → 15

  • Back Air (Charged)

    • Final hit properly scales across bands

    • First 2 hits link a little better

    • Hit 1 and 2

      • Damage: 4 → 4 (-1)

      • Angle: 90 → 60

      • Paralyzer: 2 → 3

    • Hit 3

      • Damage: 4 → 4 (+2)

      • Knockback Growth: 50 → 100

Weishan

Retuning some moves that felt a little underwhelming after the 1.0 changes.

  • Jab

    • Jab 1 and 2 reworked to link better. Slightly higher angles, slightly lower scaling

    • Jab 3

      • Underestimated how impactful removing the sweetspot would be. Tuning move to be a middleground between it’s current and old function.

      • Causes HKD

        • Note: Exploring the uses of HKD on a move that will most commonly only cause it on platforms.

      • Base Knockback: 75→45

      • Knockback Growth: 55→85

      • Angle: 30→60

  • Up Strike

    • Startup increased by 1f

  • Forward Strike

    • Pulled back a little bit of forward momentum from the startup.

  • Forward Air

    • Reverted Sour spot angle to previous stats

    • Sour

      • Angle: 40→55

  • Back Air

    • Reverted angle on both hits to previous stats

    • Sweet

      • Angle: 50→45

    • Sour

      • Angle: 60→55

      • Fixed issue where one hitbox did slightly more damage

  • Down Air

    • Reduced size of hitbox on downward swing to make hits read better

  • Neutral Special

    • DI Modifier: 1.3→1.15

  • Side Special

    • Reduced activity near the end of the move by 2 frames.

Zhurong

  • DP

    • Both versions now properly incur crit state when punished

    • Blue DP

      • Improved linking hits

      • TDIM: 1 → 0.5

  • Down Special

    • Blue

      • Ground Only (HKD)

        • Knockback Growth: 0 → 20

        • Hitstun Multiplier: 0.5 → 1

        • Added missing DI/TDI multipliers

  • Tentative change:

    • Trying something with Fair/Nair having swapped angles. Expecting slightly more decision making in difficulty to hit vs reward of the hit.

  • Forward Air

    • Angle: 50 → 30

  • Neutral Air

    • Knockback Growth: 40 → 50

    • Angle: 20 → 50

The Torment

  • Neutral Special (Evolved)

    • Feint is no longer reversible