Season 4 1.4.2 Hotfix Notes

[u][b]General [/b][/u] [list] [*] Fixed an issue where the Star Contenders game mode for Wacky Weekend was not working properly [/list] [u][b]Fighters[/b][/u] [list] [*] Fighters can now be purchased for tickets or fighter currency from the fighters tab. (Note: these purchase options will only appear if you have enough tickets or fighter currency to purchase the fighter.) [/list] [u][b]Rifts[/b][/u] [list] [*] Fixed an issue where timed-release difficulties would show as "Expired" rather than counting down until their release [/list] [u][b]Perks[/b][/u] [i] Static Electricity[/i] [list] [*] * Text has been updated to say "3 seconds" instead of "2 seconds," now matching perk behavior [*] ~ Light projectiles no longer count as a distinct attack for the purposes of charging this perk [*] ~ Direct damage like fire/shocked debuffs no longer count as a distinct attack for the purposes of charging this perk [/list] [u][b]Characters[/b][/u] Legend: + = Buff - = Nerf ~ = Change * = Bugfix Note: Attacks callouts reference default controls. [b]Agent Smith[/b] [i] Air/Ground Neutral Attack (Cooldown)[/i] [list] [*] - On-hit cancel window delayed 8 frames [/list] [i] Side attack 1[/i] [list] [*] - Hitstun reduced from 1.9 to 1.5 [*] ~ Animation and attack properties have been updated, hitbox size adjusted to match new visuals [/list] [b]Arya[/b] [i] Air/Ground Neutral Special[/i] [list] [*] * Fixed an issue where Arya could cancel the start-up of any face-steal attack [/list] [b]Batman[/b] [i] Air/Ground Neutral Attack[/i] [list] [*] * Fixed an issue where Batarang would not be reflected properly by certain attacks [/list] [i] Air/Ground Neutral Special[/i] [list] [*] ~ Bat bomb will no longer be applied to map enemies like Mojo Jojo [/list] [b]Bugs Bunny[/b] [i] Air/Ground Down Attack (Pie)[/i] [list] [*] + Pie projectile is no longer broken by enemy melee attacks that otherwise would not normally destroy projectiles [*] * Fixed an issue where the pie would be destroyed after being melee attacked by an ally under certain conditions [/list] [b]Iron Giant[/b] [i] Rage Air/Ground Side Special[/i] [list] [*] ~ Plasma orb projectile now stops moving after successfully trapping an enemy fighter [/list] [b]Jason[/b] [i] Air Down Attack[/i] [list] [*] ~ Hitbox size adjusted to better match visuals [/list] [b]LeBron[/b] [i] Air Down Attack (No Basketball)[/i] [list] [*] ~ Hitbox size adjusted to better match visuals [/list] [b]Raven[/b] [i] General[/i] [list] [*] * Updated several animations for more visual clarity [/list] [i] Ground Neutral Attack[/i] [list] [*] * Fixed an issue where this attack was not properly blocked by certain projectile blocking effects [/list] [b]Reindog[/b] [i]Air Up Special[/i] [list] [*] * Fixed an issue where Reindog could not be grabbed by enemies during this attack [/list] [b]Samurai Jack[/b] [i] Air Neutral Special[/i] [list] [*] * Fixed an issue where grabbing certain projectiles would instantly fill Samurai Jack's focus meter [/list] [b]Taz[/b] [i] General[/i] [list] [*] * Fixed an issue where Taz was rotated perpendicular to terrain when terrain bouncing under certain conditions [/list] [i] Air/Ground Neutral Special[/i] [list] [*] * Fixed an issue where eaten fighters would not follow Taz as he moved [/list] [i] Air/Ground Up Special[/i] [list] [*] + First hit now more reliably combos into follow-up hits [/list] [b]The Joker[/b] [i]Air Neutral Special[/i] [list] [*] ~ Visuals adjusted to better match hitbox [/list] [b]Velma[/b] [i] Passive[/i] [list] [*] * Fixed an issue where spawning evidence would consume the electric projectile buff from the Static Electricity perk [/list] [i] Ground Down Special (Mystery Machine)[/i] [list] [*] + Cancel window after summoning Mystery Machine advanced 40 frames [*] + Mystery Machine now takes 0.6 seconds to activate after being summoned, down from 1 second [*] + Mystery Machine air speed increased to 2500 from 2000 [*] + After capturing an enemy, Mystery Machine will begin moving again after 0.67 seconds, down from 2.5 seconds [*] + After capturing an enemy, Mystery Machine now gains a small movespeed buff [*] - Mystery Machine capture hitbox size reduced [*] - Mystery Machine can no longer capture enemy fighters while the Mystery Machine is in hitstun [*] - Mystery Machine now self destructs after 10 seconds if it has not captured a fighter [*] ~ Enemy fighters captured by Mystery Machine now have an easier button mash requirement to escape at low damages, and a harder button mash requirement to escape at high damages [*] * Fixed an issue where the Mystery Machine was unable to jump to track enemy fighters [*] * Fixed an issue where the mash timer for captured enemy fighters would sometimes appear far above the Mystery Machine [*] * Fixed an issue where fighters would be prevented from turning invisible after being captured by the Mystery Machine [*] * Fixed an issue where fighters that relied on invisibility could not perform certain actions after being captured by the Mystery Machine [/list]