Characters
Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
With the introduction of the tech system, we have improved Agent Smith's combo routes.
Ground Side Attack 1
- + Start-up window reduced 1 frame
- + Hitstun increased
- ~ Hitpause increased
Ground Side Attack 3
- * Fixed an issue where fighters could become stuck to Agent Smith after this attack
Ground Down Attack
- ~ Knockback angle made more downward to allow ground bounces
Air Side Attack
- ~ Now allows fast fall during attack start-up
Air Down Attack
- ~ Now allows fast fall during attack start-up
- + Now maintains more horizontal momentum during attack start-up
Ground Down Special
- ~ Fixed certain projectile clank interactions
Arya
General
- * Fixed an issue where certain props would disappear when rendered too far from the camera
Air/Ground Side Special
- ~ Fixed certain projectile clank interactions causing the dagger to float in the air
Air Neutral Attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Side Attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Up Attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Down Attack
- + Now maintains more momentum during attack start-up
Banana Guard
Banana Guard was very focused on aerial approaches to do everything, while the ground game was very limited to just KO options. We have improved his gameplay to allow more combo routes and a more unique approach for Banana Guard to explore.
Ground Up Attack
- + On-hit cancel window advanced 4 frames
Air Neutral Attack
- + On-hit cancel window advanced 1 frame
- + Now maintains more momentum during attack start-up
- ~ Knockback angle made more downward to allow ground bounces
Air Side Attack
- + Now maintains more momentum in the direction Banana Guard is facing during the attack
- - Now maintains less momentum in the direction opposite Banana Guard's facing during the attack
Air Down Attack
- + Now maintains more momentum during attack start-up
Air Side Special
- - Now maintains less momentum in the direction opposite Banana Guard's facing during the attack
Batman
Batman has always had a focus of being a combo based character, however his approach game became very focused around dash attack and aerial down special. This led to multiple changes which slowed his play down, or buried Batman's combo game being dodge boosted attacks. We have redesigned Batman's combat to allow a more dynamic gameplay which allows players to find success at all levels of play, and create new unique ways to play Batman.
Ground Dash Attack
- ~ *NEW* Batman's dash attack is now a flurry of armor breaking punches
Air/Ground Neutral Attack (Cooldown)
- ~ Knockback angle made more downward to allow ground bounces
- ~ Hitpause increased
Ground Up Attack
- ~ Hitpause reduced
Ground Down Attack
~ *NEW* Batman's down attack is now a slide kick that transitions into a strong kick on-hit. Inputting a second down attack on-hit will instead transition into an armor-breaking leg sweep.
Air Side Attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Down Attack
- + Now allows fast-fall during attack start-up
Beetlejuice
We have introduced new combo routes to Beetlejuice to better explore his grounded gameplay. We have also improved his ability to approach with a combo starter in the air, and expand on his gameplay beyond his strength in jab.
General
- + Dodge attacks now more reliably give full movement momentum
Ground Side Attack 1
- * On-whiff cancel window buffer delayed 6 frames later to make it less likely that Ground Side Attack 2 executes unintentionally
Ground Up Attack
- ~ Visuals now better match hitbox
Ground Down Attack
- + Movement increased 25%
- ~ Knockback angle made more downward to allow ground bounces
Air Neutral Attack
- + On-hit cancel window advanced 1 frame
- + Now maintains more momentum during attack start-up
Air Side Attack
- + Now maintains more momentum during attack start-up
- - Now maintains less momentum in the direction opposite Beetlejuice's facing during the attack
Air Up Attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Down Attack
- + Now maintains more momentum during attack start-up
Black Adam
Black Adam was very difficult to contest at a range, or behind a partner. These changes are to address some of the dominance Black Adam had with stage control.
Ground Down Attack
- - Now applies a 6 second cooldown for the lightning tendril projectile
Air Neutral Attack
- - Hitbox size reduced 10%
- ~ Hitpause reduced
Air Down Attack
- + Now maintains more horizontal momentum during attack start-up
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air/Ground Neutral Special
- + Start-up window before charge reduced 5 frames
- - Once chain lightning has hit an enemy, that enemy is immune to chain lightning for 6 seconds
Air/Ground Side Special
- - Now costs 1 unit of dodge meter
Ground Down Special
- ~ Projectile shield is now destroyed when Black Adam is rung out
Bugs Bunny
Ground Side Attack 1
- - Hitbox size reduced so the attack is less likely to hit behind Bugs
Air/Ground Down Attack (Pie)
- ~ Throwing a pie no longer destroys pies that have been reflected by enemies
Air Neutral Attack
- - Now maintains less momentum in the direction opposite Bugs Bunny's facing during the attack
Air Side Attack
- + Now maintains more momentum during attack start-up
- - Now maintains less momentum in the direction opposite Bugs Bunny's facing during the attack
Air Down Attack (No Pie)
- + Now maintains more momentum during attack start-up
Air/Ground Neutral Special
- * Fixed an issue where Safe was not acting as a heavy projectile while in motion
Air/Ground Down Special
- * Fixed an issue where fighters actions were not canceled upon entering the tunnel
"Lingering Love" Perk
- ~ Fixed certain projectile clank interactions
Finn
Finn has a singular focus of carrying the opponents to the blast zone quickly due to many of his best combos being aerial based. This patch will address the power behind the "Backpack Strength" and some prevention to guaranteed carries.
In an upcoming patch, Finn will be receiving changes to improve the overall combo game retaining his rushdown gameplay, while also bringing focus away from the off stage carries.
General
- * Fixed an issue where certain props would disappear when rendered too far from the camera
Air Neutral Attack
- + Now maintains more momentum during attack start-up
- + Now allows fast fall during attack start-up
- - Repeat-move lockout increased to 20 frames from 8 frames
Air Side Attack 1
- + Now maintains more momentum during attack start-up
Air Up Attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Down Attack
- + Now maintains more momentum during attack start-up
- + Now allows fast fall during attack start-up
Air/Ground Neutral Special (with BMO)
- ~ Now ignores player collisions during movement; this should fix issues where Finn would get stuck next to enemies without hitting them
Air Down Special
- * Fixed an issue where parrying this attack would not put Finn into parry stun
- - Hitstun reduced
- ~ Knockback angle made more downward to allow ground bounces
- ~ Hitbox size is now consistent regardless of coin value
"Backpack Strength" Perk
- - Up special maximum knockback bonus from coins reduced to 125 from 225
- - Dash attack maximum knockback bonus from coins reduced to 100 from 200
- - Maximum damage multiplier from coins reduced to 1.25 from 1.5
Garnet
Garnet was experiencing a few gameplay issues that were leading to combos dropping, or facing difficulty in matches contesting faster characters. We have improved the combo routes, added armor to some moves, and improved the attack speed on some of Garnet's best approaching moves.
*NEW* Signature Perk "Thunderclap"
- Perk effect: Performing ground up special after placing Garnet's electrical trap will detonate it immediately.
General
- + Hurtbox size reduced on Garnet's gauntlets
- * Fixed an issue where certain props would disappear when rendered too far from the camera
Ground Side Attack 2 (Down)
- ~ Knockback angle made more downward to allow ground bounces
Ground Down Attack
- + Now applies armor on start-up after a charge threshold
- + Now has hitboxes on Garnet's gauntlets that hit fighters downwards
- + Uncharged shockwave projectile speed increased 15%; maximum charge speed unchanged
Air Neutral Attack
- + On-whiff cancel window advanced 4 frames
Air Side Attack 1
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Up Attack
- - Now maintains less momentum in the direction opposite Garnet's facing during the attack
Air Down Attack
- + Now maintains more momentum during attack start-up
- - On-whiff cancel window after landing delayed 10 frames
Air/Ground Neutral Special
- ~ Rhythm buff can now be stacked a third time granting Garnet and her ally a projectile shield
- + Sing time required to charge a Rhythm buff stack reduced to 0.65 seconds from 0.75 seconds
- - Rhythm buff stack duration decreased to 5 seconds from 7 seconds
Air/Ground Side Special (Cooldown)
- - Hitbox size reduced so the attack is less likely to hit behind Garnet
- + Now maintains more momentum during attack start-up
Ground Up Special (Cooldown)
- + Second hit damage increased to 8 from 7
- + First hit now more consistently combos into second hit
"Marker"� Perk
- * Fixed an issue where gauntlets could spawn a star too close to the top blast zone
Gizmo
Air/Ground Neutral Attack
- Start-up window before charge increased 3 frames
Air Side Attack
- + Now maintains more momentum during attack start-up
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Air Up Attack
- - Hitbox size reduced to better match visuals
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
Harley Quinn
General
- * Fixed an issue where Confetti debuff stacks would increase when victims were hit by their own allies
Ground Up Attack
- - On-whiff cancel window delayed 9 frames
- - Start-up window after charge increased 1 frame so the attack is less likely to hit behind Harley
Ground Down Attack 1
- + Now more reliably combos into Ground Down Attack 2
Air Neutral Attack
- * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional "extreme" travel speed (It's still fast)
- + Now maintains more momentum when executed as part of a dodge attack
- - On-hit cancel window delayed 7 frames
Air Side Attack
- + Now maintains more momentum during attack start-up
Air Down Attack
- ~ Fixed certain projectile clank interactions
- + Now maintains more momentum when executed as part of a dodge attack
Air/Ground Neutral Special
- ~ Fixed certain projectile clank interactions
Air/Ground Side Special
- ~ Fixed certain projectile clank interactions
- * Fixed an issue where the projectile would be destroyed if Harley was interrupted during the attack
Air/Ground Down Special
- ~ Fixed certain projectile clank interactions
These patch notes are continued in Part 3