Live Update 1.2.5 Patch Notes
General
Fixes to crashes with spectators
‘Full Recovery’ now affects Free For All mode
Throws now have collateral hitboxes for 2v2s
This will affect AnG in 1v1s and collaterals will be tuned for launching inactive totem more than 2v2 play
‘Kickable’ projectiles are now launched with significantly more knockback when struck.
Ashani
Rush
Fixed issue with neutral rush not resetting x momentum
Up Special
Base Knockback: 60 → 70
Knockback Growth: 40 → 30
Hitstun Multiplier: 0.65 → 0.7
Paralyzer: -5 → -2
Down Special
Ashani can no longer Blink after landing with dSp. This should fix the bug where she would land, slide off an edge, and begin a new divekick immediately.
Ezzie
Up Special
Air
Ezzie can now cancel the first dash by pressing Attack during the travel. The hitbox on this cancel is 2f faster than if she were to release the stick.
Adjusted the spawn position of the teleport projectile. This should hopefully fix the bug where Ezzie would teleport into the stage.
Ground
Invuln increased by 1 frame to prevent same frame trades
Neutral Special (in Hexglade)
The projectile now bounces off the stage instead of getting destroyed on environment collisions.
Kidd
Forward Throw
Modified animation to be a little snappier
Slightly less endlag as a result
Reina
Up Throw
Both Stances
Damage: 8 → 11
Velora
Back Throw
Modified animation slightly
Angle: 130 → 140
Forward Air
Slightly increased max HS of first hit to improve linking. Autolink properties otherwise unchanged.
Weishan
Jab
Removed reverse hit on jab 3
Urdah
DP:
Invulnerability duration: 18f -> 20f
Launching hitboxes improved
Neutral Special (Ground)
Startup: f12 → f10
Hitbox size slightly increased
Added a small amount of drift
Base force has been comped so the max distance backwards Urdah can go is the same
Urdah no longer slides on her butt when landing (looked weird)
Grab:
Hitbox extended slightly
Seth
Side Special 1 EX
Can once again transition into other specials, after f30 of the move
Ground splash hitbox is now taller. This should not affect much since the hit is still ground-only.
Side Special 2
Normal
Now shifts Seth back slightly when it begins.
Hitbox begins 1f sooner to account for deadzone
Hitbox pulled slightly into Seth’s body
EX
Hitbox extended into Seth’s feet to account for distance lost from SSP2 startup
Now has a ground-only anti-low profile hitbox
Note: the hitbox activity may be buffed if we feel it’s necessary after playtesting. The effective range of EXSSP2 is currently exactly the same as regular SSP2.
Up Special
Normal (Air)
IASA: f53 → f63
EX (Ground)
IASA: f43 → f51
Raymer
Down Special
Raymer should no longer be able to detonate Reina’s kunai after reflecting it.