Season 3 1.3.0 Patch Notes

By Player First Games
ti 17. syys 2024

General  

  • SEASON 3 BEGINS! There is a new Season 3 BATTLEPASS now available! 
  • New Character: The Day is Saved! The Powerpuff Girls fly into the Multiverse to smack down some baddies and save Townsville. They are available as part of the Premium Season 3 BATTLEPASS. 

Rifts 

The “Naptime is Over” PvE Rift is NOW AVAILABLE! 

The “Batman Megamix” PvE Rift has been added and will unlock later in the season: 

Rift Updates 

  • Gems can now be leveled up to level 20 instead of level 10, but total maximum XP and maximum strength are unchanged. Current gems will scale to their new level based on their current XP, and level 10 gems will scale to level 20 gems with the start of Season 3. 
  • Rift difficulties are now unlocked based on total gem XP rather than the average level of the player’s top 3 gems. 

Rift Combat Updates 

  • Updated several level actors to support controller rumble feedback 

Ranked 

  • If you have a character in Diamond / Master, other characters will be adjusted to Silver V / Gold V on their first game respectively 
  • Fixed a bug causing RP calculation to read inaccurate skill ratings 
  • Defeating players of a higher tier than you now has a higher minimum RP gain before MMR is accounted for 
  • Losing to players of a higher tier than you now has a lower maximum RP loss

Note: We started with a light touch, if we feel RP gains aren’t appropriate for a significant difference in ranks, we will tune further via server hotfixes

  • Base progression in lower tiers has been toned down a bit as there are now multiple mechanisms to accelerate high skill and experienced players 
  • Matchmaking favors games with players within a single tier, but may still fallback to two tiers 
  • Pre-made groups are assigned their MMR by the strongest player for both placement and RP calculations 
  • Raised the target MMR for Master 
  • Master I players will decay RP for inactivity 

Coming In a Future Patch: Win Streaks will be displayed in face-off 

Unranked + Ranked: 

  • We now use OpenSkill to calculate MMR instead of a customized version of Glicko for matchmaking.  This should result in new and returning players getting more appropriate games. 

Maps 

New Maps: 

  • Midnight Showing 
  • Midnight Showing (1v1) 
  • Dexter’s Lab 2 (1v1) 

General 

  • Updated several map elements to support controller rumble feedback 

Cromulons 

  • Center floating platform size increased by 20% on both variants 
  • Destructible map elements removed when Hazards are toggled off 

Dexter’s Lab 

  • Fixed several issues affecting gameplay 

Dexter’s Lab 2 

  • *NEW* 2v2 variant is added with a 20% map size increase 
  • Original variant is now Dexter’s Lab 2 (1v1) 

Teen Titans Tower 

  • Blast Box width increased 5% on all variants 
  • Side walk-off platforms removed when Hazards are toggled off 
  • Destructible map elements removed when Hazards are toggled off 

Throne Room (1v1) 

  • Fixed an issue where background visuals would not always play 

Tree Fort 

  • Destructible map elements removed when Hazards are toggled off 

Trophy’s E.D.G.E.  

  • Floating platforms sizes increased by 20% on all variants 

Scooby’s Haunted Mansion 

  • Destructible map elements removed when Hazards are toggled off 

Ranked Map Pools 

1v1 Map Pool 

  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2 
  • Sky Arena (1v1) has replaced its No Platforms variant 
  • Water Tower (Locked Door) has replaced its default stage variant 

2v2 Map Pool 

  • Sky Arena has replaced its No Platforms variant 
  • Water Tower (Locked Door) has replaced its default stage variant 

Unranked Map Pools 

  • Dexter’s Lab has returned to the FFA pool 
  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2 in the 1v1 pool 
  • Midnight Showing has been added to the FFA and 2v2 pools 
  • Midnight Showing (1v1) has been added to the 1v1 pool 
  • Water Tower has replaced Water Tower (Locked Door) in the FFA pool 

Training Mode 

Training Mode will be receiving improvements to the user experience and user interface beginning with the Season 3 patch. We are looking to improve the ease of use and provide optimal training conditions. 

  • Added “Hitstun Combo Counter” to Training Mode 
  • Improved timing when resetting in Training Mode 
  • Changed Bot Behavior to not return the spawn location after being hit 

General Combat 

Movement Changes 

We are looking to increase fighter movement in the air to improve feel, allow more approach options, and increase player skill expression. Character-specific movement changes are listed in the character patch notes, but the general changes are listed here: 

  • Certain air attacks now maintain more momentum when executed as part of a dodge attack 
  • Certain air attacks now maintain more momentum during attack start-up 
  • Certain air attacks now allow fast fall during attack start-up 
  • Certain air attacks now maintain less momentum when executed as part of dodging off of a platform ledge 
  • Certain air attacks now maintain less momentum in the direction opposite the fighter’s facing during the attack 

Additional Changes 

  • Wall/ceiling terrain bounces no longer count as a terrain bounce for triggering an automatic tech. Only floor bounces count towards the automatic tech bounce threshold 
  • Automatic tech animations are canceled immediately if a fighter is forced into the air for any reason 
  • Certain ground dodge animations have been sped up so fighters are less likely to have trailing hurtboxes when their invulnerability ends 

General Bugfixes 

  • Fixed an issue where Instant Dodge Aerial specials consumed an air special resource 

Perks 

  • *NEW* General Perk – Broken Wings 
  • Perk text: “If you get knocked back while you have no jumps remaining, gain an EXTRA JUMP. “  
  • *NEW* General Perk – Blind Spot Guard 
  • Perk text: “If an enemy dodges your melee attack, briefly gain some gray health.” 

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 

Iron Giant 

Iron Giant has many changes to knockback angles, dodge boosted attack windows on hit, and adjustments to “Rage” mode in this patch. The focus is to create new combo routes that have a finisher, without allowing longer extensions that guarantee offstage carries. The Rage mode changes will also address the dominance a team gained during this timeframe and level the playing field. 

  • General 
    • * Fixed an issue where Iron Giant’s hurtbox would become very misaligned if he was transformed into a chicken while in rage mode. This was a brutal one. 
  • Passive 
    • – Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing 
  • Ground Down Attack 
    • + Start-up window reduced 3 frames 
    • + Knockback increased to 1550 from 1450 
    • + Iron Giant now moves forward while performing this attack to make it easier to connect 
    • ~ Knockback angle made more horizontal 
    • – On-hit cancel window delayed 5 frames 
  • Ground Up Attack 
    • + Start-up window before charge reduced 2 frames 
  • Air Neutral Attack 
    • ~ Final hit Knockback will now always hit away from Iron Giant 
    • ~ Knockback angle made more downward to allow ground bounces 
  • 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 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 Up Special 
    • – Now maintains less momentum during attack start-up 
  • Rage Ground Side Attack 
    • + Projectiles now ignore platforms 
  • Rage Ground Down Attack 
    • – No longer spawns a shockwave 
  • Rage Air/Ground Side Special 
    • * Fixed an issue where Iron Giant could spawn two plasma orbs in quick succession 

Jake 

While strong from a distance, Jake was lacking in ways to approach the opponents outside of using his bite command grab that led to a significant reward. We have improved on Jake’s grounded gameplay to allow for better boxing tools, and also improved knockback angles on some aerial attacks to allow for more aggressive combo starters. 

  • Ground Side Attack 1 
    • + Start-up window reduced 3 frames 
  • Ground Side Attack 3 
    • + Knockback scaling increased to 17.5 from 16.5 
  • Ground Neutral Attack 
    • + Uncharged knockback increased to 1600 from 1500 
    • + Uncharged knockback scaling increased to 19 from 18.5 
    • ~ Knockback angle made more horizontal 
    • + Start-up window reduced 4 frames 
    • – On-whiff cancel window delayed 8 frames 
  • Ground Up Attack 
    • + Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50% 
  • Ground Down Attack 
    • + Start-up window before charge reduced 2 frames 
    • + Knockback increased to 1450 from 1250 
    • – Repeat-move lockout increased to 15 frames from 8 frames 
  • Air Neutral Attack 
    • – Knockback reduced to 1400 from 2000 
    • ~ Knockback angle made more downward to allow ground bounces 
    • + Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames 
    • + Now maintains more momentum during attack start-up 
    • – Repeat-move lockout increased to 23 frames from 8 frames 
  • Air Neutral Attack, Special Follow-up 
    • – Damage reduced to 10 from 12 
    • – On-whiff cancel window delayed 10 frames 
  • Air Side Attack 
    • + Now maintains more momentum during attack start-up 
    • + Now maintains more momentum when executed as part of a dodge attack 
    • – Repeat-move lockout increased to 20 frames from 8 frames 
  • Air Up Attack 1 
    • + Now maintains more momentum during attack start-up 
  • Air Up Attack 2 
    • – Knockback reduced to 1150 from 1450 
    • + Forearm and hand hurtbox are now invulnerable during the attack 
  • Air Down Attack 
    • + Now allows fast fall during attack start-up 
    • – Now maintains less momentum in the direction opposite Jake’s facing during the attack 
    • + Start-up window reduced 2 frames 
    • * Fixed an issue where Jake would not always hop on-hit 
  • Air/Ground Neutral Special 
    • – Jake can no longer jump while there are enemies in his stomach 
    • – Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out 
    • – Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone 
    • * Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions 
  • Air/Ground Side Special 
    • ~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them 
  • “Stay Limber” Perk 
    • * Fixed an issue where Jake would not bounce if the player held a down input 

Jason 

  • 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 
  • 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) 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Down Attack 
    • + Now maintains more momentum during attack start-up 

LeBron 

Lebron without Basketball was too difficult to find success with, leading matches to focus on a more passive gameplay or trying to keep the basketball as often as possible. We have improved many attacks involving the No Basketball stance so Lebron will feel more fun to play without basketball. Also with the introduction to the grounded tech system, we have added more ways for Lebron to ground bounce opponents for combo starters. 

  • General 
    • + Basketball hitbox size increased to better match visuals 
  • Ground Side Attack 1 (Basketball) 
    • + Hitbox size increased 
    • + Hitbox active duration increased 2 frames 
  • Ground Side Attack (No Basketball) 
    • + Start-up window reduced 3 frames 
  • Ground Neutral Attack (Basketball) 
    • + Start-up window before charge reduced 3 frames 
    • + Uncharged damage increased to 6 from 5 
    • + Uncharged knockback increased to 1850 from 1750 
    • + Uncharged knockback scaling increased to 22 from 20  
    • – Charge maximum damage multiplier reduced to 2 from 2.5 
    • – Charge maximum knockback Multiplier reduced to 1.75 from 2.25 
    • ~ Hitpause reduced 
  • Ground Down Attack (Basketball) 
    • ~ Hitbox now better matches the visuals 
    • ~ Knockback angle made more downward to allow ground bounces 
  • Ground Side Attack (No Basketball) 
    • + Sped up Startup by 6 frames 
  • Ground Down Attack (No Basketball) 
    • + Start-up window reduced 6 frames 
    • + On-hit cancel window advanced 18 frames 
  • Ground Up Attack (No Basketball) 
    • + Start-up window reduced 6 frames 
    • + Hitbox active duration increased 3 frames 
    • + On-hit cancel window advanced 5 frames 
    • + LeBron now moves forward while performing this attack to make it easier to connect 
  • Air Neutral Attack (Basketball) 
    • + 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) 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Neutral Attack (No Basketball) 
    • + 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) 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack (Basketball) 
    • * 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 
  • Air Side Attack (No Basketball) 
    • * 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 
  • Air Up Attack (Basketball) 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Down Attack (Basketball) 
    • + Now allows fast fall during attack start-up 
  • Air Down Attack (No Basketball) 
    • + Damage increased to 8 from 6 
    • + Hitbox size increased to better match visuals 
    • + Now allows fast fall during attack start-up 
    • + Now maintains more momentum when executed as part of a dodge attack 
    • + Sourspot hitbox removed 
  • Air Up Special (No Basketball) 
    • + Start-up window reduced 3 frames 

Marvin 

While successful from a distance, Marvin was lacking ways to properly box with opponents in a meaningful way. We have improved Marvin’s overall combo game, and made him easier for a newer player to pick up and try. This includes a return to his Neutral Special (Button) being an active part of his kit as a combo starter.

Marvin was also experiencing moments where projectiles would not hit an opponent after dodging it at any time, we are looking into a fix for this in an upcoming patch. Neutral special has been adjusted to address part of this issue in this patch. 

  • Ground Dash Attack 
    • + Damage increased to 8 from 6 
    • + Dash attack better connects all 3 hits reliably 
  • Ground Side Attack 1 
    • ~ Hitpause reduced 
  • Ground Side Attack 2 
    • + Damage increased to 4 from 3 
    • + On-hit cancel window advanced 1 frame 
    • ~ Hitpause reduced 
    • + Now can on-hit cancel into a faster version of Ground Up Attack 
  • Ground Down Attack 
    • – Hitbox sized reduced so the attack is less likely to hit behind Marvin 
    • – Start-up window increased 1 frame 
    • – On-whiff cancel window delayed 7 frames 
  • Air/Ground Neutral Attack 
    • ~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack 
  • Air/Ground Neutral Attack (Cooldown) 
    • ~ Fixed certain projectile clank interactions 
  • Air Side Attack 
    • + Now maintains more momentum in the direction Marvin is facing during the attack 
    • – Now maintains less momentum in the direction opposite Marvin’s facing during the attack 
  • Air/Ground Neutral Special 
    • ~ Reversing a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack 
    • + Now allows more air control during the attack 
    • + Hitbox size increased 
    • + Hitbox active duration increased 6 frames 

Morty 

  • Ground Side Attack, Neutral Attack Follow-up (Whip) 
    • ~ No longer classified as a “projectile” hit 
  • Ground Side Attack 2 
    • ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame 
  • Ground Side Attack 3 
    • ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame 
    • ~ Charge window delayed 3 frames, attack timing updated to compensate 
    • This should help in situations where players were accidentally charging the attack for a few frames, causing the jab combo to whiff 
  • Ground Up Attack 
    • + Damage increased to 6 from 5 
    • + Knockback increased to 1350 from 750 
    • * Fixed an issue where this attack’s on-hit cancel window was not being acknowledged 
  • Air Neutral Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack 1 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack 2 
    • ~ Hitbox size now better matches visuals 
  • Air Down Attack 
    • + Now maintains more horizontal momentum during attack start-up 
  • Ground Side Special 
    • * Fixed an issue where the earth pillar aimer could not be controlled when used near breaks in terrain 
  • Air/Ground Up Special 
    • ~ Visuals updated 

Reindog 

Reindog is a character who is meant to have success as a teammate, but was lacking enough utility to bring to a team compared to others. In our last patch we improved on Reindog’s combo game by returning Side Air Attack to a ground bounce combo starter leading to improvements in the 1v1s space, and this patch we are addressing the 2v2s space. We have improved tether usage, increased KO power when thrown by a teammate, and also improved the movement for down air to allow better team follow ups for KOs.  

  • Air Down Attack 
    • + Now maintains more downward momentum during attack start-up 
  • Air/Ground Neutral Special 
    • + Cooldown reduced to 16 seconds from 24 seconds 
  • Air Up Special 
    • + Ally throw knockback scaling increased to 21 from 17 

Rick

Rick has seen recent improvements to special attacks, and with this patch we are improving Rick’s overall combo game. In season’s prior we saw a main focus on usage of Rick’s jab, so we have improved his other tools to allow for a more unique approach to his combat. 

  • Ground Side Attack 1 
    • + Start-up window before charge reduced 1 frame 
  • Ground Side Attack 2 
    • ~ Hitbox placement adjusted to better connect into Ground Side Attack 3 
    • ~ Knockback angle made more downward to better connect into Ground Side Attack 3 
    • *  Fixed an issue preventing a branch into an Instant Aerial Dodge 
  • Ground Side Attack 3 
    • + Start-up window before charge reduced 1 frame 
    • ~ Knockback angle made more horizontal 
  • Ground Down Attack 
    • + Fart bomb spawn time advanced 12 frames 
    • – On-whiff cancel window delayed 12 frames 
  • 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 more momentum during attack start-up 
    • – On-whiff cancel window delayed 6 frames 
  • Air Up Attack 
    • + Now maintains more momentum during attack start-up 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Down Attack 
    • + Now maintains more horizontal momentum during attack start-up 
    • + Now allows fast fall during attack start-up 
  • Ground Neutral Special 
    • + Golf Meeseeks active hitbox duration increased 2 frames 
    • + Golf Meeseeks knockback scaling increased to 15 from 11 
  • Air/Ground Side Special 
    • * Fixed an issue where Rick could cancel spawning the second portal animation leading to unintended combo routes 
    • * Fixed an issue where Rick could teleport rung out fighters causing them to be stuck in eternal limbo 
    • * Fixed an issue where multiple fighters could be teleported at the same time unintentionally  
  • Ground Up Special 
    • + Hitbox active duration increased 5 frames; now matches air version 

Samurai Jack 

With the introduction of the teching system, we have added more attacks that lead to ground bounces for combo starters. 

  • Ground Side Attack 3 
    • ~ Hitpause reduced 
  • Ground Neutral Attack 
    • – Uncharged hitbox size reduced 
  • Ground Up Attack 
    • ~ Second hit knockback angle made more downward to allow ground bounces 
    • ~ Hitpause reduced 
  • Air Side Attack 
    • + Now allows fast fall during attack start-up 
  • Air Up Attack 
    • + Now maintains more momentum during attack start-up 
  • Air Down Attack 
    • + Now maintains more momentum during attack start-up 
  • Air Down Special 
    • – Hitbox size reduced so the attack is less likely to hit behind Samurai Jack 
    • ~ Knockback angle made more downward to allow ground bounces 
    • + Now maintains more downward momentum during attack start-up 
  • Focus Air Down Special 
    • – Hitbox size reduced so the attack is less likely to hit behind Samurai Jack 
    • – Hitbox active duration reduced 1 frame 

Shaggy 

  • Ground Side Attack 1 
    • – Hitbox size reduced so the attack is less likely to hit behind Shaggy 
  • Ground Up Attack 
    • – Knockback influence multiplier increased to 1.25 from 1.0 
  • Air Down Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air/Ground Neutral Special 
    • ~ Will now slowly fall while charging in the air 
    • – Maximum rage duration reduced to 7 seconds from 12 seconds 
  • Air/Ground Down Special (Sandwich) 
    • – Sandwich healing reduced to 2 damage from 5 damage 
  • Rage Air/Ground Side Special 
    • – On-whiff cancel window delayed 4 frames 

Steven Universe 

  • Air Neutral Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Up Attack 
    • – Now maintains less momentum during attack start-up 
  • Air Down Attack 
    • + Now maintains more momentum during attack start-up 

Stripe 

  • Air/Ground Neutral Attack 
    • ~ Fixed certain projectile clank interactions 
    • + Now maintains more momentum when executed as part of a dodge attack 
    • – Now maintains less momentum in the air in the direction opposite Stripe’s facing during the attack; ground version unchanged 
  • Air Neutral Attack (Cooldown); Ground Version Unchanged 
    • + Hitbox active duration increased 2 frames 
    • + Damage increased to 6 from 2 
    • + Knockback increased to 1000 from 850 
    • + Knockback scaling increased to 16 from 12 
    • ~ Knockback angle made more downward to allow ground bounces 
    • + Now maintains more momentum during attack start-up 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Up Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Down Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 

Superman 

  • Ground Side Attack 3 
    • – Hitbox sizes reduced so the attack is less likely to hit behind Superman 
  • Air Side Attack 
    • + Now maintains more momentum during attack start-up 
  • Air Down Attack 
    • + Now maintains more momentum during attack start-up 
  • Air/Ground Neutral Special 
    • – Maximum hold time reduced to XX seconds from infinite 
    • – On-whiff cancel window delayed 13 frames 
    • – Repeat-move lockout increased to 20 frames from 8 frames 
  • Air/Ground Down Special 
    • * Fixed an issue where the eye lasers could detonate on the incorrect surface 

Taz 

  • General 
    • * Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies 
  • Ground Neutral Attack 
    • ~ Fixed certain projectile clank interactions 
  • Ground Down Attack 
    • + Movement distance increased 
  • Air Neutral Attack 
    • – Now maintains less horizontal momentum during attack start-up 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Up Attack 
    • + Now maintains more vertical momentum during attack start-up 

The Joker 

  • Ground Side Attack 1 
    • – Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself 
  • Air Neutral Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Up Attack 
    • – Knockback reduced to 1450 from 1550 
    • – No longer allows fast fall during attack recovery 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Down Attack 
    • – On-whiff cancel window delayed 8 frames 
    • + Now maintains more momentum during attack start-up 
  • Air Neutral Special 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Special 
    • – Start-up window increased 5 frames 
    • – On-whiff cancel window delayed 5 frames 
    • + Now maintains more momentum when executed as part of a dodge attack 
    • – No longer allows fast fall during attack recovery 
  • “Joker’s Wild” Perk 
    • * Fixed an issue where the Joker card and Spade cards could be thrown at the same time 
    • * Fixed Joker card not being classified as a normal projectile 
    • ~ Fixed certain projectile clank interactions 

Tom & Jerry 

A majority of Tom & Jerry’s focus revolved around using Up Attack as the all or nothing attack option due to its reward for hitting, and also Tom & Jerry’s lack of other safe approach tools outside of zoning. This led to gameplay in which passive play was the primary choice until you could find a hit with the Up Attack.

With this patch we have adjusted the Up Attack to prevent loops into itself, and resetting with jab. We have also improved their gameplay to allow more unique exploration of the kit with new combo routes. 

  • Jerry 
    • ~ Fixed cork projectile clank interactions 
    • ~ Cork launch height raised to better match visuals 
  • Ground Up Attack 
    • – Can no longer on-hit cancel into dodge or ground side attack while the attack is active. This fixes an infinite combo. 
  • Ground Neutral Attack 
    • + On-hit cancel window advanced 10 frames  
    • ~ Knockback angle made more downward to allow ground bounces 
  • Air Neutral Attack 
    • + Now maintains more momentum during attack start-up 
    • + Now maintains more momentum when executed as part of a dodge attack 
    • ~ Knockback angle made more downward to allow ground bounces 
    • + On-hit cancel window advanced 10 frames 
    • + Hitbox active duration Increased 1 frame 
  • Air Side Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Down Attack 
    • + Now maintains more momentum during attack start-up 
    • + Now allows fast fall during attack start-up 
  • Air/Ground Neutral Special (No Jerry) 
    • ~ Fixed tennis ball projectile clank interactions 
    • ~ Tennis balls are now immune to damage while homing towards an ally Jerry. They can still be blocked/reflected. 
  • Air Down Special 
    • ~ Fixed certain projectile clank interactions 
  • “Dynamite Split” Perk 
    • ~ Split dynamite can now be reflected a short duration after they are spawned 

Velma 

  • Air Neutral Attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack 
    • – Now maintains less momentum in the direction opposite Velma’s facing during the attack 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Down Attack 
    • + Now allows fast fall during attack start-up 
    • + Now maintains more momentum during attack start-up 
  • Air/Ground Neutral Special 
    • – Speech bubbles no longer home to a target once reflected 
    • ~ Fixed certain projectile clank interactions for all speech bubble types 
  • Air Side Special 
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air/Ground Down Special 
    • ~ Fixed certain projectile clank interactions 
    • + Now maintains more momentum when executed as part of a dodge attack 

Wonder Woman 

  • 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 maintains more momentum during attack start-up 

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