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