Live Update 1.3.0 Patch Notes
General
Login times should now be much faster!
Fixed various bugs related to spectators in lobbies
Mastery was not functioning correctly due to some backend issues out of our control; we’ve elected to disable statistics tracking and XP gain for the time being until that can be rectified.
Collaterals
Fixed issues with collaterals causing grabs to break
Report any more weird grab issues that look like the grab breaks
Staling
Staling Timer reduced from 4s to 3s
Hitstun Reductions normalized to 25% intervals to be easier to remember
Slot 1: 80% → 75%
Slot 1: 50% → 50% 😯
Slot 3+: 20% → 25%
Character Changes
AfiGalu
We have a rework cooking for AnG, in the meantime we have buffed their damage on most moves to compensate for the loss of Steam and it’s bonus damage
Knockback Values unchanged.
When you see a move with the X(+Y) damage format that means that the X is what is calculated for KB and stun, and the Y is damage applied after KB is calculated.
Afi
Down Strike
Damage: 8 → 8 (+3)
Forward Strike
Damage: 11 → 11(+1)
Now Causes HKD
Up Strike
Strong
Damag e: 10 → 10(+2)
Weak
Damage: 8 → 8(+2)
Back Air
Damage:8 → 8(+2)
Neutral Air
Strong
Damage:9 → 9(+1)
Weak
Damage: 9(-2) → 9(-1)
Up Air
Strong
Damage:8 → 8(+2)
Weak
Damage: 5 → 5(+2)
Down Air
Last Hit
Damage: 4 → 4(+2)
Galu
Down Strike
Damage: 10 → 10(+1)
Forward Strike
Damage: 8 → 8(+2)
Now Causes HKD
Can be angled up or down. KB angle shifts by about 10 degrees
Up Strike
Damage: 10 → 10(+2)
Forward Air
Damage: 8 → 8(+1)
Neutral Air
Strong
Damage: 9 → 9(+1)
Weak
Damage: 9(-2) → (-1)
Up Air
Damage: 10 → 10(+2)
Down Air
Strong
Damage: 9 → 9(+1)
Weak
Damage:5 → 5(+3)
Ashani
Forward Strike
Can be angled up or down. KB angle shifts by about 5 degrees
Down Special
Divekick
Can now only be done once per airtime, unless refreshed.
Modified hitbox to better match animation. Overall smaller with a negative disjoint.
Increased viability for shield pressure, but slowed down the situation to be more reactable
Reduced IASA to make it less safe on parry
Spark Cancel on bounce buffers to frame 10, up from frame 5.
Bounce IASA: 15 → 20
Shield Stun: 6 → 15
Ledge jump
IASA: f20 → f25
Now spends Ashani’s aerial dSp use
Side Special
Swing 1 (Ground)
Ashani can now transition this move into any other special, like in the air.
Swing 1 (Air)
The vectoring modifier has been removed.
SDI modifier: 1 → 1.5
DI modifier: 1 → 1.25
On-hit gravity override duration: 25f → 8f
Angle: 10 → 15
Hitlag modifier: 1.5 → 1.25
Swing 2 (Air)
Hitbox active: f11-13 → f12-13
Ezzie
General
Fixed an issue where rushing into various moves while in the Hexglade did not transition into their empowered versions.
Side Special
Ezzie no longer falls while throwing a boomerang in the air
Kidd
Adjusted head hurtbox to better match new model
Can be angled up or down. KB angle shifts by about 15 degrees
Side Special
Divekick
Modified hitbox to better match animation. Overall smaller with a negative disjoint.
Down Special
Slightly shrank and adjusted hitbox to better match vfx
Up Special
Air (non-dp)
Fixed issue where the landing caused crit state
Reina
General
Noticed a subtle issue with her chain moves where hitlag was relatively low, in some cases as low two frames.
This effectively reduced the window to DI significantly.
Increasing this should improve a deceptively difficult DI window.
Chain
Up Strike
Launcher
Angle: 85 → 110
Felt like this launcher is relatively underused because of the need to link with only DI in. Now links on no DI, but still whiffs with DI out.
Shield Stun: 9f → 6f
Forward Air
Adjusted hitbox to better match visual. Overall slightly smaller but slightly further forward
Fixed issue where whiff lag was not properly applied
This now makes Whiff Lag: 10 → 16
Shield Push Mod: -5.5 → -7
Shield Stun: 15f →13f
Extra Attacker Hitstop: 0 → 2f
Hitlag slightly increased to improve reactability. This move had very low hitlag and changing this should improve a deceptively difficult DI window.
Neutral Air
Hitlag slightly increased to improve reactability.
Extra Attacker Hitstop: 0 → 2
Up Air
Weak
Angle: 65->75
We felt like the angle adjustment of a close hit negated the spacing difficulty we wanted this move to have, because a close hit would send towards the same spot as a far hit. Adjust to require better spacing.
The only difference between hits is shield stun and the damage, which is not affecting KB.
Hitlag slightly increased to improve reactability.
Fixed issue where tipper hit appeared Yellow instead of Red on block.
Blade
Forward Air
Shield Stun: 8→6
Up Air
Shield Stun: 12→14
Down Strike
Tipper
No longer pulls in on block
Neutral Special
Para: 15f->11f
This should be most noticeable when staled, as the opponent will begin traveling sooner
Side Special
Air
Hitstun Multiplier: 1.0->0.85
Seth
Side Special 2 EX
Frames active: f18-21 → f18-24
Down Strike
Now separated into a close strong hit and a weak outer hit
Close hit
Damage: 8 → 9
Angle: 60 → 75
Base knockback: 65 → 55
Shield push modifier: 2 → 1
Outer hit
Damage: 8 → 8(-1)
Hitlag multiplier: 1 → 0.9
The Torment
Air Rush speed reduced by about 10%
Air Friction increased
Hitstun increased by ~10% on many non-kill moves, but increased Attacker-only Hitstun.
Swapped any negative para with attacker hitstun to make him feel heavier. This does not affect frame data
Fixed Issue with wake up options falling off ledges. Now only falls off if you are holding backwards.
The goal of these changes is to more clearly define combo tools and kill tools, as well as require a little more precise air rush usage to make the absurd combos Torment is known for.
These changes should even out. In most cases the hitstun increase is about 3-6 extra frames, while the attacker hitstop is around 5. In most cases this increases frame advantage and reactability, while imparting a feeling of slower power.
Meter
Meter gain reduced by about 20%
Beam and Bomb no longer build meter
Neutral Special
New version: AIR BEAM
Use this move to edgeguard opponents and pop them up into combo followups!
Startup: f61
IASA: f85
Angle: 80
Paralyze hitstop: 20f
Inputs reworked
The tap/hold input and plink feint have been removed. Torment can now plink to cancel the beam into a normal shotgun nSp on the ground or in the air.
Beam
Fixed an error where different parts of the hitbox did different amounts of damage. The full beam does 18 damage now.
Ground
IASA: f80 → f74
Now pushes The Torment back as the fireball releases
Air
Air drift reduced
Force backwards increased
IASA: f84 → f105
Can now land during the last 20f
Landing lag: 15f
A-Bomb (Lvl 4 Super)
Is now invincible f1-10
Meter consume frame: f19 → f10
Down Special
Shockwave
Activity: f2-f15 →f2-f10
Fixed issue where Fall Loop state had no hitbox
Increased transition frame to Fall Loop (strongest hit) by 2 frames
Fixed an issue where fast falling was possible during a small part of the fall
Jab
Jab 3
Hitstun Multiplier: 1.0 → 1.1
Para: 6 → 1
Down Strike
Sweetspot
Hitstun Multiplier: 1.0 → 1.1
Attacker Only Hitlag: 0 → 5
Up Strike
Made improvements to improve linking
Launcher hit
Angle: 80 → 65
Head hitbox
Gravity override: 5 → 20
Second hit (Evolved)
Hits reworked into a multihit flame attack
Back Air
Weak
Knockback Growth: 60 → 35
Hitstun Multiplier: 1 → 1.1
Down Air
Weak
Base Knockback: 50 → 65
Knockback Growth: 35 → 38
Hitstun Multiplier: 0.6 → 0.8
Para: -3 → 0
Strong (Base)
Base Knockback: 90 → 75
Para normalized across all hitboxes to -3
Hitstun Multiplier: 1.0 → 1.1
Para: -3 → 0
Attacker Only Hitstun: 0 → 5
Strong (Evolved)
Hits reworked into a multihit flame attack
Forward Air
Base Knockback: 30 → 40
Knockback Growth: 75 → 65
Hitstun Multiplier: 1.0 → 1.1
Attacker Only Hitstun: 0 → 3
Neutral Air
Weak
Base Knockback: 50 → 65
Hitstun Multiplier: 1 → 1.1
Up Air
Early
Base Knockback: 40 → 50
Hitstun Multiplier: 1.0 → 1.15
Attacker Only Hitstun: 0 → 5
Late (Spike)
Ground Only
Hitstun Multiplier: 1 → 1.2
Down Special
Falling hit
Base Knockback: 60 → 50
Hitstun Multiplier: 1 → 1.1
Evolved: early hit
Frames active: f5-6 → f7-8
Back Throw
Fixed a bug where it had way more hitstun than intended
Down Throw
Fixed an issue with KB scaling
Knockback Growth: 40→ 50
Urdah
Jab
Jab 1
Reducing the impact of TDI on this to better trap into g.nSp and g.dSp
Increased difficulty slightly with slight timing/spacing variations across bands
Angle: 85 → 75
Knockback Growth: 0 → 15
Hitstun: 0.8 → 1 (R 1.1)
TDI Mod: 1 → 0.6
Neutral Special
Ground
We like how this move works, but late band confirms are a little too generous. Increasing the DI mod should make links require a little more reading/reacting to reach the opponent. Less opportunity to charge the followup aerial. Compensated with increased hitstun in late band.
Slightly increased size of inner hitbox to prevent deadzone
Angle: 55→60
Hitstun Multiplier: 1 → 1 (Y/R 1.1)
DI Modifier: 0.6 → 1.0
Cargo Throw Bunt
Reworked into an airtech 50/50
Base Knockback: 55 → 45
Knockback Growth: 0 → 20
Hitstun Modifier: 1 → 0.6
Para: 0 → 5
DI Modifier: 5 → 3
Vector Modifier: 8 → 2
Side Special reworked
Distance increased considerably
No longer has an active hitbox, instead Urdah must re-activate the move to perform a grab
This effectively increases the startup of the hitbox by at least 10f, although the dash timing is the same
The grab can be reversed to catch close opponents.
This grab is very active and is designed to be good in HKD setups
Feint reworked:
Urdah can now feint at any point during travel, but not during startup
Feinting causes Urdah to pull back slightly
Holding up while feinting will grant Urdah a little more height
Feint lag increased slightly
Now forces a tech when grabbing a grounded opponent (like air dSp)
Grounded version now propels Urdah upwards slightly.
Down Special
Ground (true version)
It should kill now lol
Ground (combo version)
Now slams the opponent behind Urdah instead of in front of her
Urdah will turn around at the end of the move
I did this cause it looks better, but it might feel kinda janky cause of how our facing logic works, have to see how it feels live
Down Special (air)
A2A knockback angle if you miss the stage: -20 → 20
Up Strike
Hitlag: 20f → 21f
Paralyzer staling reduced
Up Special (air)
Minor rotation adjustments (aesthetic change)
Velora
Jab
Noticed that jab hits were significantly minus on block and that jab 2 consistently didn’t link into jab 3 due to shield position.
Jab 1
Shield Stun: 9 → 12
Jab 2
Shield Stun: 9 → 11
Shield Push: 1 → 5
Forward Strike
Uncharged
Base Knockback: 60 → 40
Knockback Growth: 50 → 30
Charged
Shield Stun: 7 → 16
Shield Push Modifier: 1 → 2
Down Strike
Knockback Growth: 30 → 45
Forward Air
Uncharged
Hit 1
Improved linking
Removed Autolink
Decreased Time between hits
Angle: 45 → 65
Para: 6 → 9
Max Hitstun: 16 → 12
Back Air
Uncharged
New Hitbox
Sour
Inner hit added on hilt, better for combos.
Can not reverse
Sweet
Similar to old hit
Damage: 8 → 12
Charged
Added a 3rd linking hit before the final launcher
Total activity increased by ~33%
Startup: f19 → f22
Side Special
Uncharged Startup Reduced by 3f
Better visuals to denote charging
Can once again activate on block
Initial Hit
Hitpause Staling Reduced Signficantly
Followup hits unchanged
Kick
Added missing landing animation to Attack Followup (Kick)
Para: 0 → -4
Neutral Special
Fixed issue with downward single shot not activating
IASA on single shots normalized to be similar
You can now consistently waveland out of short hop single shots
Traveling hit is no longer parryable or clankable.
Angle: 50 → 95
Down Throw
Base Knockback: 55 → 45
Hit Stun Multiplier: Y/R 0.7 → 0.8
Weishan
EX down Special
Hitlag is now capped at 1 second
This also applies to aerial nuke, which was previously capped at 30f
Zhurong
Neutral Special
Level 3
Fixed issue with linking on traveling hit. Should now properly launch enemies into stationary area
Side Special
Fixed an oversight where Zhu didn’t regain Side Special when hit while airborne