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