[i]These Patch Notes are a continuation of Part 1[/i]
[u][b]Characters[/b][/u]
Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
[b]Agent Smith[/b]
[i] Ground Side Attack 2[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Up Attack[/i]
[list]
[*] - Hitbox size reduced so the attack is less likely to hit behind Agent Smith
[/list]
[i] Ground Down Attack[/i]
[list]
[*] ~ Knockback angle made more horizontal
[*] - Knockback influence multiplier increased to 1.2 from 1.0
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Neutral Special[/i]
[list]
[*] * Fixed an issue where this attack could be on-hit canceled before all shots were fired, causing inconsistent on-hit cancel combos
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Arya[/b]
[i]General[/i]
[list]
[*] + Ground movement speed increased to 2190 from 2125[/i]
[/list]
[i]Ground Down Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Knockback angle made more horizontal
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Side Special (all versions)[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Banana Guard[/b]
[i] Ground Dash Attack[/i]
[list]
[*] ~ Hitpause reduced
[/list]
[i] Ground Neutral Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Down Attack[/i]
[list]
[*] + Movement distance from charge increased
[*] + On-hit cancel window advanced 2 frames
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] - Now allows less movement control when used near the ground
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Attack[/i]
[list]
[*] - Second hit hitstun reduced
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Attack[/i]
[list]
[*] + Hitbox active duration increased 1 frame
[/list]
[i] Ground Down Special[/i]
[list]
[*] - On-hit cancel window delayed 18 frames
[*] - Final hit hitstun reduced
[/list]
[i] Air Side Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Special; Ground version unchanged[/i]
[list]
[*] - Final hit knockback reduced to 2300 from 2500
[*] ~ Final hit knockback angle made more diagonal
[*] - Final hit knockback influence multiplier increased to 1.2 from 1.0
[/list]
[b]Batman[/b]
[i]Passive[/i]
[list]
[*] - Attacks no longer apply weakened debuff on-hit while Batman is invisible
[*] + Attacks have a small increase to knockback while Batman is invisible
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] - Hitbox size reduced so the attack is less likely to hit behind Batman
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] - Hitstun reduced
[*] - Hitbox size reduced so the attack is less likely to hit behind Batman
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Up Attack[/i]
[list]
[*] - On-hit weakened debuff removed
[/list]
[i] Ground Down Attack, Kick Follow-up[/i]
[list]
[*] - Knockback reduced to 1850 from 1900
[*] - Knockback scaling reduced to 22 from 23
[*] - On-hit weakened debuff removed
[/list]
[i] Ground Down Attack, Sweep Follow-up[/i]
[list]
[*] + On-hit cancel window advanced 4 frames
[/list]
[i] Air Neutral Attack (Cooldown)[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack 1[/i]
[list]
[*] ~ Knockback angle made more horizontal
[*] - Knockback influence multiplier increased to 1.2 from 1.0
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack 2[/i]
[list]
[*] - On-hit weakened debuff removed
[/list]
[i] Air Up Attack[/i]
[list]
[*] - Second hit knockback reduced to 1450 from 1550
[*] - Second hit knockback scaling reduced to 12 from 13
[*] - Second hit knockback influence multiplier increased to 1.2 from 1.0
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] - Cooldown increased to 24 seconds from 20 seconds
[/list]
[i] Ground Up Special[/i]
[list]
[*] - Now prevents fast fall during attack start-up
[*] - Full-charge first hit hitbox size reduced so the attack is less likely to hit behind Batman
[/list]
[i] Ground Down Special[/i]
[list]
[*] + Smoke bomb area of effect is now larger to better match visuals
[*] + Smoke bomb now gives allies besides Batman a 20% speed buff
[*] + Smoke bomb now removes enemy dodge meter while enemies are inside
[*] * Fixed an issue where Smoke Bomb was not buffing ally dodge meter regeneration
[/list]
[i] Air Up Special[/i]
[list]
[*] - Knockback scaling reduced to 14 from 16
[/list]
[i] Air Down Special[/i]
[list]
[*] * Fixed an issue where Batman's hurtboxes would be misaligned when using Air Down Special as part of a dodge attack
[/list]
[b]Beetlejuice[/b]
[i] Ground Neutral Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Black Adam[/b]
[i] Ground Neutral Attack[/i]
[list]
[*] + Now grants allies a lightning gauntlet buff on-hit
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Black Adam
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Black Adam
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] + Hitbox added to Black Adam’s hand that knocks back enemies that were not grabbed
[*] – Hitbox size reduced so the attack is less likely to hit behind Black Adam
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + Projectile now grants allies a lightning gauntlet buff on-hit
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Second hit knockback angle made more diagonal
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] – Movement reduced when Black Adam is fatigued (empty dodge meter)
[*] + Projectile now grants allies a lightning gauntlet buff on-hit
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Ground Down Special[/i]
[list]
[*] + Successfully blocking a projectile now reduces Black Adam’s active cooldowns 7.5%
[*] * Fixed an issue where the projectile shield would take damage from light projectiles
[/list]
[i] Air Down Special[/i]
[list]
[*] + Projectile now grants allies a lightning gauntlet buff on-hit
[/list]
[b]Bugs Bunny[/b]
[i] Crouch[/i]
[list]
[*] + Bugs can now pull either a sandwich or a dynamite item from his ACME box
[*] + ACME box cooldown reduced to 10 seconds from 15 seconds
[*] + ACME box item pull start-up window reduced 10 frames
[*] + ACME box item pull now moves toward nearby allies
[/list]
[i] Ground Dash Attack[/i]
[list]
[*] + Knockback scaling increased to 21 from 18
[/list]
[i] Ground Neutral Attack[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
[*] + Maximum charge time reduced 3 frames
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – On-whiff cancel window delayed 4 frames
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
[/list]
[i] Ground Up Attack[/i]
[list]
[*] – Hitstun reduced
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] – Uncharged knockback reduced to 1500 from 1750
[*] + Uncharged knockback scaling increased to 16.5 from 14
[*] + On-hit cancel window advanced 3 frames
[*] – Hitbox size reduced so the attack is less likely to hit behind Bugs Bunny
[*] ~ Hitpause reduced
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Attack[/i]
[list]
[*] – Knockback reduced to 1500 from 1650
[*] + Knockback scaling increased to 19 from 15
[*] ~ Knockback angle made more diagonal
[*] – Hitstun reduced
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Attack[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit above Bugs Bunny
[*] + Start-up window reduced 1 frame
[/list]
[i] Air/Ground Down Attack (Pie Equipped)[/i]
[list]
[*] ~ Uncharged pie launch speed reduced, charged pie launch speed increased
[*] ~ Pie projectile now ignores platform collision when colliding with platforms from above
[*] + Pie projectile knockback scaling increased to 15 from 1
[/list]
[i] Ground Side Special[/i]
[list]
[*] + Movement increased
[*] + On-hit cancel window advanced 14 frames
[*] + Hitbox added to Bugs Bunny’s hand that combos into stun hit
[*] + Attack can now be charged, reducing minimum start-up window by 15 frames
[/list]
[i] Air Side Special (Cooldown)[/i]
[list]
[*] * Fixed an issue where Bugs could drift backwards during this attack
[*] * Fixed an issue where this attack incorrectly broke armor
[/list]
[i] Air/Ground Up Special (Cooldown)[/i]
[list]
[*] * Fixed an issue where this attack incorrectly broke armor
[/list]
[i] Air/Ground Down Special[/i]
[list]
[*] * Fixed an issue where dodged projectiles would not hit enemies after exiting the tunnel
[/list]
[b]Finn[/b]
[i] General[/i]
[list]
[*] + Air movement speed increased to 1900 from 1775
[*] ~ Boots of speed buff visuals updated
[/list]
[i] Passive[/i]
[list]
[*] + Ally coin buff increased to 2 damage per stack from 1 damage per stack
[*] + Ally coin buff now loses only 1 stack on-hit, down from all stacks
[*] + Ally coin buff now grants armor break on max (5) stacks
[/list]
[i] Ground Neutral Attack[/i]
[list]
[*] + Knockback scaling increased to 18 from 15.5
[*] ~ Hitpause increased
[*] – On-whiff cancel window delayed 10 frames
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] + Damage increased to 6 from 5.5
[*] – Knockback reduced to 1750 from 1900
[*] – Knockback scaling reduced to 16 from 18
[*] ~ Knockback angle made more horizontal
[*] + Hitstun increased
[/list]
[i] Ground Up Attack[/i]
[list]
[*] – Uncharged knockback reduced to 1100 from 1350
[*] ~ Finn now launches himself to one height, regardless of charge
[/list]
[i] Ground Down Attack[/i]
[list]
[*] + First hit knockback influence multiplier decreased to 0 from 1.0
[*] ~ Second hit hitbox size adjusted to better match visuals
[*] – Second hit knockback influence multiplier increased to 1.15 from 1.0
[*] – On-hit cancel window delayed 3 frames
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Knockback angle made more horizontal
[*] – Hitstun reduced
[*] – Knockback influence multiplier increased to 1.15 from 1.0
[/list]
[i] Air Side Attack 1[/i]
[list]
[*] + Hitstun increased
[*] ~ Hitpause reduced
[*] + On-hit cancel window advanced 1 frame
[*] – On-hit cancel window into Air Down Attack delayed 6 frames
[*] + On-whiff cancel window advanced 15 frames; now matches on-whiff cancel into Air Side Attack 2
[*] – Hitbox size reduced so the attack is less likely to hit behind Finn
[/list]
[i] Air Side Attack 2[/i]
[list]
[*] – On-hit cancel window delayed 8 frames
[*] – Hitbox size reduced so the attack is less likely to hit behind Finn
[/list]
[i] Air Up Attack[/i]
[list]
[*] + Knockback increased to 1300 from 1100
[*] + Knockback scaling increased to 14 from 10
[*] ~ Knockback angle made more horizontal
[*] – On-hit cancel window delayed 10 frames
[*] – On-whiff cancel window delayed 8 frames
[*] ~ Hitbox size adjusted to better match visuals
[*] + Now maintains more momentum during attack
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] – Start-up window increased 2 frames
[*] + Hitbox active duration increased 2 frames
[*] + Ally shockwave now always spawns when high-fiving an ally
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Neutral Special (BMO)[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Finn
[*] + Now breaks armor
[/list]
[i] Air Side Special[/i]
[list]
[*] – Now no longer automatically tracks towards nearest enemy or enemy projectile
[*] – Now no longer has an active hitbox while Finn is dashing
[*] + Finn can now intentionally angle his side special dash up or down
[*] + Attack can now be charged, reducing minimum start-up window until movement by 8 frames
[*] + Sweetspot hitbox added to Finn’s sword tip
[/list]
[b]Garnet[/b]
[i] Ground Neutral Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Garnet
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[*] * Fixed an issue where Garnet’s hurtboxes would be misaligned when using Air Down Attack as part of a dodge attack
[/list]
[b]Gizmo[/b]
[i] General[/i]
[list]
[*] + Ground movement speed increased to 1900 from 1850
[/list]
[i] Ground Side Dodge[/i]
[list]
[*] * Fixed an issue where Gizmo had fewer invulnerability frames than the cast during his ground side dodge
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Gizmo
[/list]
[i] Ground Down Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Ground Side Special[/i]
[list]
[*] – Car explosion hitbox size reduced
[/list]
[i] Air Side Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Harley Quinn[/b]
[i] Ground Down Attack 1[/i]
[list]
[*] – Hitstun reduced
[*] + On-hit cancel window advanced 1 frame
[*] + On-hit cancel window into Ground Down Attack 2 advanced 1 frame
[/list]
[i] Ground Down Attack 2[/i]
[list]
[*] + Damage increased to 8 from 7
[*] + Knockback increased to 1850 from 1750
[*] + Knockback scaling increased to 19 from 18
[*] ~ Knockback angle made more horizontal
[*] + On-hit cancel window advanced 4 frames
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] – Hitstun reduced from 2.25 to 2.1
[*] This is to prevent an infinite loop
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Up Special; Ground version unchanged[/i]
[list]
[*] – Now prevents fast fall during attack
[/list]
[b]Iron Giant[/b]
[i] Passive[/i]
[list]
[*] ~ Now limits fall speed during hover
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Jake[/b]
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2150 from 2100
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Jake
[*] – Movement reduced
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + On-hit cancel window advanced 1 frame
[*] – Knockback influence multiplier increased to 1.5 from 1.0
[/list]
[i] Ground Down Attack[/i]
[list]
[*] ~ Knockback angle made more downward to allow ground bounces
[*] – Knockback influence multiplier increased to 1.25 from 1.0
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] + Uncharged damage increased to 5 from 4
[*] + Uncharged sweetspot damage increased to 6 from 5
[*] + Uncharged sweetspot knockback increased to 1450 from 1300
[*] + Uncharged sweetspot knockback scaling increased to 18 from 17
[*] + Repeat-move lockout reduced to 14 frames from 20 frames
[*] – On-whiff cancel window delayed 6 frames
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Attack[/i]
[list]
[*] + Second hit start-up window reduced 2 frames
[*] ~ Hitbox size adjusted to better match visuals
[*] + Now maintains more momentum during attack
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] – On-hit weakened debuff removed
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] + Now maintains more momentum during attack
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Jason[/b]
[i] Ground Neutral Attack[/i]
[list]
[*] – Hitbox active duration reduced 4 frames
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Jason
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Jason
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Jason
[/list]
[i] Air Up Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Ground Neutral Special[/i]
[list]
[*] * Fixed an issue where certain grab attacks would not properly break Jason’s gray health armor
[/list]
[i] Air Neutral Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[b]LeBron[/b]
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2180 from 2000
[*] + Air movement speed increased to 1900 from 1600
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind LeBron
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Neutral Attack (No Basketball)[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] – On-Hit cancel window delayed 5 frames
[*] – On-Whiff cancel window delayed 10 frames
[/list]
[i] Air Side Attack (No Basketball)[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Attack (No Basketball)[/i]
[list]
[*] – Start-up window increased 2 frames
[*] + Hitbox active duration increased 1 frame
[*] – Hitbox size reduced so the attack is less likely to hit above LeBron
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Marvin[/b]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox active duration reduced 1 frame
[/list]
[i] Ground Down Attack[/i]
[list]
[*] + Damage increased to 9 from 8
[*] + Knockback increased to 1500 from 1400
[*] + Knockback scaling increased to 18 from 17
[/list]
[i] Dash Attack[/i]
[list]
[*] + Final hit damage increased to 9 from 7
[*] + Base knockback increased to 1750 from 1600
[*] ~ Knockback angle on all hits made more horizontal to improve consistency
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] + Uncharged damage increased to 7 from 6
[*] + Uncharged knockback increased to 1600 from 1000
[*] – Knockback scaling reduced from 21 to 19
[*] ~ Knockback angle made more diagonal
[*] – On-hit branch window delayed 1 frame
[*] – Hitstun reduced
[*] + Now maintains more momentum during attack start-up
[/list]
[i] Air Down Attack[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit above Marvin
[/list]
[i] Air Side Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Up Special[/i]
[list]
[*] * Fixed an issue where the Rocket projectile would occasionally inherit the attack properties of Marvin’s charge attacks
[/list]
[b]Morty[/b]
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2080 from 1950
[/list]
[i] Ground Side Attack, Neutral Attack Follow-up (Whip)[/i]
[list]
[*] ~ Visuals adjusted to better match hitbox size
[/list]
[i] Air Side Attack 1[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack 2[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit be
[/list]
[b]Nubia[/b]
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2275 from 2250
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] + First hit now more reliably combos into second hit
[*] – On-whiff cancel window delayed 2 frames
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] – On-hit cancel window delayed 3 frames
[*] * Fixed an issue where all projectile blocks were stopping Nubia’s spear
[/list]
[i] Ground Side Special[/i]
[list]
[*] – On-hit cancel window delayed 4 frames
[/list]
[i] Air Side Special[/i]
[list]
[*] + First hit now more reliably combos into second hit at high damages
[/list]
[i] Air/Ground Down Special[/i]
[list]
[*] + Now more reliably dashes to ally position
[/list]
[b]Reindog[/b]
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2165 from 2150
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Reindog
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] ~ Tether projectile now ignores platform collisions
[*] ~ Tether projectile now ignores blast zone collisions
[/list]
[i] Air Side Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[b]Rick[/b]
[i] Ground Side Attack 2[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Rick
[/list]
[i] Ground Down Special[/i]
[list]
[*] + Running Meeseeks hitbox size increased
[/list]
[i] Air Side Attack[/i]
[list]
[*] – Knockback influence multiplier increased to 1.1 from 1.0
[*] ~ Knockback angle made slightly more horizontal
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Side Special (Cooldown)[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air/Ground Up Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i]Samurai Jack[/i]
[i]Passive[/i]
[list]
[*] – Focus special attacks no longer apply weakened debuff on-hit
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + Samurai Jack can now cancel the attack on-hit after the first hit before the second hit has begun
[*] * Fixed an issue where Samurai Jack could slide off the ledge during this attack
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air Neutral Special[/i]
[list]
[*] + Hitbox added to Samurai Jack’s arm that knocks back enemies that were not grabbed
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air Down Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air/Ground Up Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Focus Air Down Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[b]Shaggy[/b]
[i] Ground Neutral Attack[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Shaggy
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + Uncharged knockback increased to 1550 from 1450
[*] – On-hit cancel window delayed 8 frames
[*] – On-whiff cancel window delayed 6 frames
[/list]
[i] Ground Down Attack[/i]
[list]
[*] – On-hit cancel window into Ground Side Attack removed
[/list]
[i] Ground Down Attack 2[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Ground Up Special; Air version unchanged[/i]
[list]
[*] – Now prevents fast fall during attack start-up
[/list]
[i] Ground Down Special[/i]
[list]
[*] – Sandwich damage reduced to 5 from 9
[*] – Sandwich knockback reduced to 1600 from 2900
[*] – Sandwich knockback scaling increased to 15 from 12.5
[/list]
[i] Air Down Special[/i]
[list]
[*] * Fixed an issue where fighters grabbed by Shaggy could become stuck in terrain
[/list]
[i] Rage Air/Ground Up Special[/i]
[list]
[*] + Early hits now more reliably combo into final hit
[*] – On-hit weakened debuff removed
[/list]
[i] Rage Air/Ground Down Special[/i]
[list]
[*] – Shockwave on-hit weakened debuff removed
[/list]
[i] Rage Air/Ground Neutral Special[/i]
[list]
[*] – On-hit weakened debuff removed
[/list]
[b]Steven Universe[/b]
[i] Ground Side Attack 2[/i]
[list]
[*] – Hitbox size reduced so the attack is less likely to hit behind Steven
[/list]
[i] Air Side Attack[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Shields now slowly descend when anything is on top of them
[/list]
[i] Air/Ground Side Special (Cooldown)[/i]
[list]
[*] ~ Now limits fall speed during attack recovery
[/list]
[i] Air/Ground Up Special[/i]
[list]
[*] ~ Shields now slowly descend when anything is on top of them
[/list]
[i]These patch notes are continued in Part 3[/i]