Season 4 1.4.0 Patch Notes Part 2

[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]