[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]