Season 5 1.5.0 Patch Notes

By Warner Bros. Games
Feb 4, 2025

General 

Aquaman ascends from the deep and joins the Multiverse! Aquaman will be available on February 4th. As a token of gratitude to our players, we are giving away the Season 5 Premium Battlepass FOR FREE! Aquaman can be claimed from the Battlepass immediately!

Lola Bunny comes in and SLAMS into the Multiverse! Lola Bunny will be unlocked for FREE on February 4th. 

Rifts

The “Heroic” Rogue Rift will be available on February 4th.

The “Horror,” “Discipline,” and “Chaos” Rogue Rifts have been added and will unlock later in the season. 

Rift Combat Updates:

  • Camera behavior has been updated for co-op play
  • Rocket Support fists now wait until after the player has picked an upgrade to start raining on the player
  • Rocket Support cooldown has been increased to 12 seconds from 8 seconds
  • Rocket Support fists now spawn above the top of the screen, rather than spawning on screen
  • Homing Rocket rockets now wait until after the player has picked an upgrade to start counting up
  • Ice Aura can no longer freeze an opponent before they have spawned
  • Health Crystals now wait to appear until after the player has picked an upgrade
  • Booster Bag now waits to create boosters until after combat has begun
  • Shock Step wait time is now 2 seconds, down from 4 seconds
  • Shock Step damage is now 6, down from 9
  • Teleport Dodge no longer grants Dodge Meter regen. Players no longer teleport when Dodge Meter is emptied.
  • Season 3 “The Powerpuff Girls” Gems have been weakened to prevent attacks if the player is hit by an attack – “The Powerpuff Girls” companions should no longer interrupt enemy combos

Wacky Weekends

*NEW* Wacky Weekend Game Mode

  • Target Rush
    • 2v2 race to reach the highest score by breaking targets!
    • Includes 3 new exclusive maps: Tower, Arena, and Bowl
    • 2v2 and 1v1 available in Custom Games

Wacky Weekend Game Mode pool has been adjusted. 

Custom Games

Many mutators from Rifts and Wacky Weekends have been added as custom game mode options. Invite your friends and find out who among you is the Wackiest!

Fighter Road

Check in on 10 separate days to claim Fighter Road XP and more. Unlock the NEW Fighter Lola Bunny on the first day!

Events

The “Enter the Arena!” Event is will begin on February 11th.

Three new events have been added and will unlock later in the season.

We have added a new Battle Pass Mission Bonus loot crate that can drop a variety of items including Gleamium, other currencies, and cosmetics from previous seasons!

Ranked

Season 5 will feature two 8-week ranked seasons:

  • First season will run from February 4th to March 31st
  • Second season will run from April 1st to May 30th

Maps

New Maps:

  • Wabbit Season
  • Wabbit Season (1v1)
  • Training Room
  • Training Room (1v1)

Dexter’s Laboratory 2 and 3

  • Fixed an issue where the camera’s minimum distance from players was closer than intended
  • Fix also applies to Dexter’s Lab 2 (1v1)

Candy Kingdom

  • Fighters can now dodge off the lower interior ledge
  • Ice King can now be seen flying through the sky in both variants!

Training Room

  • Replaces original Training Room stages with a Main and 1v1 variant
  • Platforms on both variants are disabled when Hazards OFF
  • Available in Training, Local, and Custom Games

Wabbit Season

  • Wooden Platforms and Sign Hazard are disabled when Hazards OFF

Ranked Map Pools

  • Wabbit Season added to 2v2 queue
  • Wabbit Season (1v1) added to 1v1 queue

Unranked Map Pools

  • Wabbit Season added to 2v2 and FFA queue.
  • Wabbit Season (1v1) added to 1v1 queue.

Arena Map Pool

  • Wabbit Season added to map rotation

Local Play

  • Ringouts can now be selected in local play
  • Fixed an issue where character infinite settings were disabled on ringout
    • Samurai Jack Meter
    • Finn Coin counter
    • Raven Hood Passive

Arena

  • Added new items
    • Dashing Confidence: Greatly improves dash attacks by adding power, knockback, and ignite damage
    • Heroic Landing: Grants armor upon fast falling
    • Armor Crush: Charged attacks break armor and deal more damage

General Combat

Shields

  • Shield visuals and animations have been updated for all fighters
  • Minimum shield duration increased to 5 frames from 2 frames
  • Shield drop recovery duration increased to 16 frames from 11 frames
  • Shielded projectile damage to Dodge Meter increased 70%
  • Many debuffs and on-hit effects no longer apply to shielding enemies, including Stripe’s target reticle, Batman’s bat bomb, Superman’s ice gauntlets, and the perk That’s Flammable, Doc!

Automatic Techs

  • Holding the attack button during an automatic tech now causes an in-place Tech and a Tech Attack explosion around the Teching fighter. This Tech option has the least invulnerability out of all the Tech options (12 frames)
  • In-place Automatic Tech invulnerability increased to 26 frames from 22 frames
  • Automatic Techs are now properly invulnerable on the first frame of the Tech, preventing instances where fighters could get hit even though the Tech visuals appeared.

Dodge Meter and Dodge Cancel Actions

  • When the Dodge Meter is emptied (fighter is Fatigued), Dodge Meter now no longer returns over time. Fatigued state now only completes after dealing or receiving enough knockback to fully refill the Dodge Meter
  • Dodge Jumps now cost 1 bar of Dodge Meter (2 total including the cost of a Dodge)
  • Parrying an attack now gives 2 bars of meter

Camera

  • Minimum camera distance from fighters has been increased 10%
  • Camera is now more responsive and better tracks fighter movement

Other Combat Updates

  • All evade land cancel windows advanced to frame 3 from frame 7

Hitpause

  • We have reduced hitpause across most attacks in the game. This will lead to combos feeling faster and more fluid. Stronger ringout attacks will still provide the high impact feel with slightly reduced hitpause. Fewer hitpause frames will help to reduce moments in which attacks felt like they took too long to complete on-hit.

Characters

Legend:
+ = Buff
= Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

Agent Smith always had some compelling tools in his kit, but they were unfortunately overshadowed by a small subset of his attacks. These changes are an effort to remove power from his jab and the combo routes that came from it, while improving the frame data of other attacks.

  • Ground Dash Attack
    • + On-hit cancel window advanced 10 frames
    • ~ Knockback influence multiplier on final hit increased to 1.3 from 1
    • ~ Knockback angle made more diagonal
    • + Movement increased
    • + First hit now more reliably combos into follow-up hits
    • + Hitbox size increased
  • Ground Neutral Attack
    • ~ Knockback angle made more horizontal
    • + Base knockback increased to 2000 from 1300
    • – Knockback scaling reduced to 18.5 from 21
    • + On-hit cancel window advanced 6 frames
  • Ground Side Attack 1
    • – Hitstun reduced
    • ~ Movement reduced
    • + On-hit cancel window into Ground Side Attack 2 advanced 3 frames
  • Ground Side Attack 2
    • – Hitstun reduced
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 3
    • + Base knockback increased to 1500 from 850
    • + Knockback scaling increased to 17 from 10
    • ~ Knockback angle made more horizontal
  • Ground Up Attack
    • + Knockback scaling increased to 13.5 from 15.5
    • –  Knockback charge multiplier reduced to 1.4 from 1.75
    • –  Hitstun reduced
    • –  On-hit cancel window delayed 8 frames
    • –  On-whiff cancel window delayed 6 frames
    • + Start-up window after charged reduced 3 frames
  • Ground Down Attack
    • – Base knockback reduced to 1500 from 1600
    • – Knockback scaling reduced to 18 from 21
    • ~ Knockback angle made more downward
    • – On-whiff cancel window delayed 18 frames
    • – Start-up window increased 6 frames
    • – Hitstun reduced
    • – Removed armor during charge
  • Air Neutral Attack
    • + Base knockback increased to 2000 from 1300
    • – Knockback scaling decreased to 18.5 from 21
    • ~ Knockback angle made more horizontal
    • + On-hit cancel window advanced 6 frames
  • Air Side Attack
    • – Knockback scaling decreased to 17.5 from 19
  • Air Up Attack
    • + Base knockback increased to 1400 from 1100
    • + Knockback scaling increased to 15 from 12
  • Air Down Attack
    • + On-hit cancel window advanced to 36 from 44
  • Air/Ground Neutral Special
    • + Ground version on-hit cancel window advanced 3 frames
    • + Air version on-hit cancel window advanced 10 frames
  • Ground Side Special
    • – Final hit knockback scaling reduced to 14 from 16.5
  • Air/Ground Up Special
    • – Damage decreased to 6 from 10
    • + Base knockback increased to 1300 from 1150
    • – Knockback scaling decreased to 15 from 16
    • + Start-up window before charge reduced 7 frames
    • + Hitstun increased
    • + On-hit cancel window advanced 22 frames
    • – Sweetspot hitbox removed
    • ~ Agent Smith now attempts to teleport closer to the target reticle
    • + Aimer target reticle speed increased to 5000 from 1850
  • Ground Down Special
    • + Start-up window before charge reduced 13 frames
    • + Added a hitbox onto Agent Smiths hand
    • * Fixed an issue causing clone throw to terrain bounce under certain conditions
    • * Fixed an issue where grabbing an enemy would cancel all knockback received before the throw
  • *NEW* Ground Down Special (Cooldown)
    • ~ Agent Smith now plays his Ground Down Special without summoning an agent clone
  • Air Side Special
    • – Final hit knockback scaling reduced to 14 from 16.5
  • Air Down Special
    • ~ Final hit knockback angle made more downward
    • + One shot on-hit cancel window advanced 17 frames
    • + Two shots on-hit cancel window advanced 20 frames
    • + Three shots on-hit cancel window advanced 14 frames

Arya

We want to push Arya’s playstyle towards more expressive combo strings that take less time to execute. We’ve given her multiple new ways to find openers such as the face steal cancel now added to dash attack, and we’ve lowered the hitstun on many attacks that lead to easy early ringout routes (especially those difficult to escape when used with the Airwalker perk). Arya should feel much more expressive and should have more opportunities to play as an aggressive character.

  • Ground Dash Attack
    • + On-hit cancel window into Ground Neutral Special advanced 25 frames
  • Ground Side Attack 1
    • – Damage reduced to 2 from 3
    • – Hitstun reduced
    • + Active hitbox duration increased 1 frame
    • + On-hit cancel window advanced 3 frames
    • – On-whiff cancel window delayed 17 frames
  • Ground Side Attack 2
    • + On-hit cancel window advanced 2 frames
  • Ground Up Attack
    • + On-hit cancel window advanced 12 frames
    • –  On-whiff cancel window delayed 6 frames
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Ground Down Attack
    • – Damage reduced to 6 from 8
    • – Knockback scaling reduced to 19 from 23
    • + On-hit cancel window advanced 2 frames
    • – On-whiff cancel window delayed 3 frames
    • + Hitbox added to sword tip with higher knockback and a more horizontal knockback angle
  • Air Neutral Attack
    • – Second hit damage reduced to 4 from 5
    • ~ Knockback angle made more diagonal
    • + On-hit cancel window advanced 2 frames
    • + Now maintains more momentum during attack
  • Air Side Attack
    • – Uncharged damage reduced to 5 from 8
    • – Uncharged base knockback reduced to 1100 from 1725
    • + Uncharged knockback scaling increased to 21 from 17.5
    • ~ Knockback angle made more horizontal
    • + On-hit cancel window advanced 7 frames
  • Air Down Attack
    • + Repeat-move lockout reduced to 12 frames from 20 frames
    • – Start-up window after charge increased by 2 frames
  • Ground Neutral Special; Air version unchanged
    • – Damage reduced to 4 from 5
    • + Base knockback increased to 1100 from 800
    • + Knockback scaling increased to 15 from 1
    • + Knockback influence multiplier increased to 1.1 from 1.0
    • – On-hit cancel window delayed 6 frames
  • Air/Ground Side Special (Cooldown)
    • – Final hit damage reduced to 5 from 6
  • Air/Ground Side Special (Dash to Dagger)
    • + Hitstun increased
    • – Dash speed reduced to 10,000 from 12,000
    • + On-hit cancel window advanced 2 frames
  • Air/Ground Up Special
    • – Damage reduced to 4 from 6
    • – Hitstun reduced
    • + On-hit cancel window advanced 2 frames
    • + On-whiff cancel window advanced 3 frames
  • Air/Ground Down Special
    • + Now maintains more momentum when executed as part of a dodge attack 
  • *NEW* Air/Ground Down Special (Cooldown)
    • Arya now performs a version of her Air/Ground Down Special that does not dash to allies or grant the Turn Attack buff

Banana Guard 

Banana Guard is receiving multiple changes to moves in his kit which were not seeing much use in gameplay. Air Down Special is receiving a hitbox while falling in similar fashion to Iron Giant, Ground Down Attack is receiving hitbox adjustments to better match the visuals of the attack, and the Ground Down Special tears are being improved along with a buff to the “Icy Tears” signature perk.

  • Ground Shield Break Attack
    • ~ Now uses Banana Guard’s Ground Dash Attack
  • Ground Down Attack
    • + Start-up window after charge reduced 2 frames
    • + On-hit cancel window advanced 10 frames
  • Air Side Attack
    • – Damage reduced to 10 from 11 
    • – Knockback scaling reduced to 19.5 from 20.5
  • Air/Ground Neutral Special
    • ~ Banana Guard now slowly falls while charging in the air
  • Ground Side Special
    • – On-whiff cancel window delayed 4 frames
  • Ground Down Special
    • + Tears hitbox size greatly increased
  • Air Down Special
    • – Damage reduced to 11 from 14 on final hit
    • + Knockback scaling increased to 14 from 12
    • – Cancel window before landing delayed 23 frames
    • + Hitbox added to Banana Guard while falling starting on frame 18
    • * Fixed an issue where Banana Guard could cancel landing frames with a dodge
  • “Icy Tears” Perk
    • + Now spawns an ice puddle at Banana Guard’s location

Batman 

Batman’s strength comes from his ability to secure ringouts easily from a few strong combo strings. We want Batman to have multiple ways to start combos while lowering his ringout strength to provide a more balanced approach to his hyper aggressive gameplay. We are broadly increasing Batman’s whiff lag to add more risk to his gameplay, but also increasing his freedom of movement on Air Down Special to allow more angles of attack.

  • Ground Dash Attack
    • – Knockback scaling reduced to 18.5 from 22
    • – On-whiff cancel window delayed 15 frames
  • Ground Neutral Attack
    • + On-hit cancel window advanced 1 frame
    • – On-whiff cancel window delayed 5 frames
  • Ground Neutral Attack (Cooldown)
    • + On-hit cancel window advanced 2 frames
    • – On-whiff cancel window delayed 3 frames
  • Ground Side Attack 1
    • + Start-up window reduced 1 frame
    • + On-hit cancel window advanced 1 frame
    • – On-whiff cancel window delayed 10 frames
    • * Fixed an issue where Ground Side Attack 2 did not always occur when buffered on-whiff
  • Ground Side Attack 2
    • + Active hitbox duration increased 1 frame
    • + On-hit cancel window advanced 1 frame
    • – On-whiff cancel window delayed 9 frames
    • * Fixed an issue where this attack could not be canceled into an Instant Dodge Aerial attack
  • Ground Side Attack 3
    • + On-hit cancel window advanced 10 frames
    • – On-whiff cancel window delayed 5 frames
  • Ground Up Attack
    • – Repeat-move lockout increased to 12 frames from 8 frames
    • + On-hit cancel window advanced 1 frames
  • Ground Down Attack 
    • + On-whiff cancel window advanced 5 frames
  • Ground Down Attack, Kick Follow-up
    • – Damage reduced to 6 from 8
    • – Knockback scaling reduced to 21 from 22
  • Ground Down Attack, Sweep Follow-up
    • – Damage reduced to 6 from 10
    • + Knockback scaling increased to 18 from 15.5
    • + On-hit cancel window advanced 2 frames
    • – On-whiff cancel window delayed 4 frames
  • Air Neutral Attack
    • + On-hit cancel window advanced 1 frame
    • – On-whiff cancel window delayed 4 frames
  • Air Neutral Attack (Cooldown)
    • + On-hit cancel window advanced 1 frame
    • – On-whiff cancel window delayed 1 frame
    • ~ Visuals updated
  • Air Side Attack 1
    • – Hitstun reduced
    • + On-hit cancel window advanced 1 frame
    • – On-whiff cancel window delayed 2 frames
  • Air Side Attack 2
    • – Damage reduced to 6 from 8
    • – On-hit cancel window delayed 2 frames
  • Air Down Attack
    • – Knockback influence multiplier increased to 1.2 from 1.0
    • + Hitstun increased
    • + On-hit cancel window advanced 4 frames
    • – On-whiff cancel window delayed 3 frames
  • Air/Ground Neutral Special
    • ~ Bat-Bomb can no longer be applied through enemy shields
  • Ground Side Special/Air Side Special
    • ~ Grapple hook is now immune to Marvin’s bubble
  • Ground Up Special
    • – Knockback scaling reduced to 15 from 16
    • – Now counts towards Batman’s air special limit
  • Ground Down Special
    • + On-hit cancel window advanced 3 frames
  • Air Side Special
    • – On-whiff cancel window delayed 6 frames
  • Air Down Special
    • + On-whiff cancel window advanced 2 frames
    • + Now maintains more horizontal momentum during attack

Betelgeuse 

We are revising Betelgeuse to feel more like the Assassin character he is, with general improvements to combo starters, combo routes, and ringout power. Ground Dash Attack and Air Down Special will provide multiple new ways to approach enemies with a significant reward on hit. This should help give players more options instead of forcing Betelgeuse to attack primarily with jabs.

  • Ground Dash Attack
    • + On-hit cancel window advanced 6 frames
    • – On-whiff cancel window delayed 4 frames
  • Ground Neutral Attack
    • + Damage increased to 9 from 8
    • + Base knockback increased to 1650 from 1400
    • + On-hit cancel window advanced 1 frame
  • Ground Side Attack 2
    • * Fixed an issue where this attack could not be canceled into an Instant Dodge Aerial attack
  • Ground Side Attack 3
    • + On-hit cancel window advanced 1 frame
  • Ground Up Attack
    • – Hitstun reduced
  • Ground Down Attack
    • + Knockback scaling increased to 15 from 14
    • – On-hit cancel window delayed 8 frames
  • Air Neutral Attack
    • + Now maintains more momentum during attack
  • Air Side Attack
    • + Knockback scaling increased to 17.5 from 16
    • ~ Knockback direction made more diagonal
    • + Repeat-move lockout frames reduced to 11 from 15
  • Air Down Attack
    • + On-hit cancel window advanced 1 frame
  • Ground Side Special
    • + Knockback scaling increased to 15 from 14 for the sweet spot
    • + Second hit on-hit cancel window advanced 2 frames
  • Ground Up Special
    • + Hitstun increased
    • + On-hit cancel window advanced 9 frames 
  • *NEW* Ground Down Special (Cooldown)
    • ~ Betelguese now performs his air down special near the ground when his ground down special is on cooldown
  • Air Side Special
    • + Sourspot knockback scaling increased to 16 from 15
    • + Sweetspot knockback scaling increased to 17.5 from 16.5
    • ~ Sourspot knockback direction made more horizontal
  • Air Down Special
    • + On-hit cancel window advanced 2 frames
    • ~ Sandworm knockback angle made more diagonal

Black Adam

Black Adam is receiving hitstun reductions across many attacks that previously led to near inescapable combo loops. We are also broadly increasing his whiff lag and reducing his ringout power. In exchange, we are giving him faster on-hit cancelling and we are returning his cancel options that were removed in previous patches, opening up potential for multiple new combo routes.

  • Ground Dash Attack
    • – Hitstun reduced
  • Ground Side Attack 1
    • + On-hit cancel window advanced 1 frame
    • + On-hit cancel window into Jump re-enabled
    • – On-whiff cancel window delayed 4 frames
  • Ground Side Attack 2 
    • – Hitstun reduced
    • + On-hit cancel window advanced 1 frame
    • + On-hit cancel window into Jump re-enabled
    • – On-whiff cancel window delayed 4 frames
  • Ground Up Attack 
    • + On-hit cancel window advanced 4 frames
    • + Lightning projectile startup window reduced 2 frames
  • Ground Down Attack
    • + Knockback scaling increased to 17 from 15
    • + On-hit cancel window advanced 10 frames
    • – On-whiff cancel window delayed 9 frames
  • Air Neutral Attack
    • – Base knockback reduced to 2350 from 2450
    • – Knockback scaling reduced to 17.5 from 18.5
    • – On-whiff cancel window delayed 7 frames
  • Air Side Attack
    • – Knockback scaling reduced to 20 from 23.5
    • – On-whiff cancel window delayed 3 frames
  • Air Down Attack
    • + On-hit cancel window advanced 1 frame
  • Air/Ground Neutral Special
    • + Hitbox added to Black Adam’s hand during attack start-up
  • Ground Side Special/Air Side Special
    • + On-hit cancel window advanced 5 frames 

Bugs Bunny

We are looking to increase Bugs Bunny’s aerial momentum and aerial cancel timings to help Bugs approach and combo more effectively in the air.

  • Ground Dash Attack 
    • + On-hit cancel window advanced 2 frames
  • Ground Up Attack
    • + Knockback influence multiplier increased to 1.2 from 1.0
    • + Hitstun increased
    • + On-hit cancel window advanced 2 frames
  • Air/Ground Down Attack 2
    • ~ Pie projectile can no longer be redirected by ally projectiles
  • Air Neutral Attack
    • + Now maintains more momentum while falling
  • Air Side Attack
    • – On-hit cancel window delayed 2 frames
    • + Repeat-move lockout frames reduced to 8 frames from 12 frames
    • + Now allows fast fall during attack start up
    • + Now maintains more momentum while falling
  • Air Down Attack
    • + On-hit cancel window advanced 4 frames
    • + On-whiff cancel window delayed 2 frames
    • + Now allows fast fall during attack startup
    • + Now maintains more momentum during attack
  • Ground Up Special 
    • – Now counts towards Bugs Bunny’s air special limit
  • Ground Up Special (Cooldown)
    • – Now counts towards Bugs Bunny’s air special limit

Garnet

Garnet will feel much quicker with the global hitpause changes, so we have given her more freedom of movement and easier cancel windows to help her fit in with the faster gameplay. To keep her from feeling too strong, we’ve limited the ringout potential of some of Garnet’s aerial attacks, instead moving that power to Garnet’s grounded ringout options.

  • Ground Dash Attack
    • + On-hit cancel window advanced 7 frames
  • Ground Side Attack 2 (Side)
    • + Damage increased to 9 from 6
    • + Knockback scaling increased to 17.5 from 14
  • Ground Side Attack 2 (Up)
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 2 (Down)
    • + Second hit base knockback increased to 2050 from 1950
    • + Second hit knockback scaling increased to 14 from 13
    • ~ Knockback angle made more horizontal
    • + On-hit cancel window advanced 2 frames
  • Air Neutral Attack
    • + Now maintains more momentum during attack charge
  • Air Side Attack 1
    • + Now maintains more momentum during attack
    • + Now allows fast fall during attack startup
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Side Attack 2
    • – Base knockback reduced to 1500 from 1650
    • – Knockback scaling reduced to 18.5 from 19
  • Air Up Attack
    • + Now maintains more vertical momentum during attack
  • Air/Ground Down Special (Star Placement)
    • + Added a hitbox to Garnets hands 
    • – Cancel window delayed 12 frames
    • * Fixed an issue where the star marker could be placed in the top blast zone under certain circumstances
  • *NEW* Air/Ground Down Special (Cooldown) 
    • ~ Garnet now plays her Air/Ground Down Special without placing the star

Gizmo

Gizmo is receiving multiple quality of life updates and improvements to combo routes. Gizmo should feel easier to play at close ranges while also having the tools to continue to play as a creative setup character.

  • Ground Shield Break Attack
    • + Start-up window reduced 5 frames
    • * Fixed an issue where this attack could cause Gizmo to fall off the stage under certain conditions
  • Ground Dash Attack
    • + Movement increased
  • Ground Side Attack 1
    • + On-hit cancel window into Ground Side Attack 2 advanced 1 frame
    • + Now more consistently combos into Ground Side Attack 2
  • Ground Side Attack 2
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 3
    • + Start-up window before charge reduced 3 frames
  • *NEW* Air/Ground Neutral Attack (Cooldown)
    • ~ While Gizmo has no arrow ammo, he can use this attack to pluck his bow with a short range hitbox
  • Ground Up Attack
    • – Base knockback reduced to 1150 from 1500
    • + Knockback scaling increased to 18 from 15
    • ~ Knockback angle made more vertical
    • + On-hit cancel window advanced by 7 frames
    • + Popcorn hurtbox activation advanced 60 frames
    • + Popcorn non-arrow explosion (from fire or perk bounce) base knockback increased to 1750 from 1450
    • + Popcorn non-arrow explosion (from fire or perk bounce) knockback scaling increased to 16.5 from 12
    • + Increased popcorn explosion duration to 15 frames from 6 frames
  • Ground Down Attack
    • – Keyboard base knockback reduced to 1200 from 1350
    • + Keyboard knockback scaling increased to 10 from 0
    • ~ Note projectile knockback angle made more vertical
    • – Note projectile hitstun reduced
    • + On-hit cancel window advanced 5 frames
    • + Note projectiles now considered normal projectiles instead of light projectiles
    • ~ Note projectile knockback now overrides knockback from other knockback sources
    • * Fixed an issue where the keyboard did not have a hitbox if the “Rhythm’s Gonna Getcha” perk was equipped
  • Air Up Attack
    • + Knockback scaling increased to 18.5 from 17
    • – Now maintains less momentum during attack recovery
    • – Now maintains higher gravity during attack recovery (attack will feel less “floaty”)
  • Air Down Attack
    • + Now maintains more momentum during attack
  • Air/Ground Neutral Special
    • – Hitstun reduced
    • * Fixed an issue where music note projectiles did not properly become normal projectiles once empowered by other nearby projectiles
  • Ground Side Special
    • + Explosion damage increased to 14 from 8; effectively a reduction to 14 from 16 (see bugfix below)
    • + Explosion knockback scaling increased to 19.5 from 17.5
    • + Overheat duration increased to 1.5 seconds from 1.25 seconds
    • * Fixed an issue where the explosion hitbox could hit enemies twice
  • Air Side Special
    • + Base knockback increased to 1650 from 1550
    • – Knockback scaling reduced to 18.5 from 20
    • ~ Knockback angle made more horizontal
    • ~ Now prevents fast fall during attack start-up
  • Air/Ground Up Special
    • + Ground version knockback scaling increased to 19 from 18; air version unchanged
    •  – On-hit cancel window delayed 16 frames
  • Air Down Special
    • + Hitbox size increased 50%
    • + On-hit cancel window advanced 2 frames
    • + Now maintains more momentum while falling
    • * Fixed an issue where Gizmo would not bounce if hitting an enemy close to the ground

Harley Quinn 

Harley Quinn’s incoming changes directly aim to move Harley into the combo based character she is intended to be, while reducing ringout power across the board. We’ve given her better cancel timings but we’ve removed the potential for ground bounce on Air Side Attack 1 so it works best as a combo opener. We want to see Harley still play like an assassin, but she should require more effort to get ringouts through positioning, edgeguarding, and usage of the special attack explosives.

  • Ground Neutral Attack
    • – Knockback scaling reduced to 15 from 16
    • + On-hit cancel window advanced 4 frames
  • Ground Side Attack 1
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 2
    • + On-hit cancel window advanced 5 frames
  • Ground Side Attack 3
    • + On-hit cancel window advanced 3 frames
  • Ground Up Attack
    • + On-hit cancel window advanced 3 frames
  • Ground Down Attack 2
    • – Base knockback reduced to 1400 from 1850
    • – Knockback scaling reduced to 15 from 19
    • + Hitstun increased
    • + On-hit cancel window window advanced 4 frames
  • Air Neutral Attack
    • – Knockback scaling reduced to 20 from 21.5
    • – Reverse hit knockback scaling reduced 16 to 17
    • – On-whiff cancel window delayed 2 frames
  • Air Side Attack
    • ~ Knockback angle made more horizontal
    • – Knockback influence multiplier increased to 1.1 from 1.0
    • + On-hit cancel window advanced 2 frames
  • Air Up Attack
    • + Now maintains more momentum during attack
  • Air/Ground Neutral Special
    • ~ Bat doll projectile now breaks when hitting an enemy shield
  • *NEW* Air/Ground Neutral Special (Cooldown)
    • ~ Harley now pulls out a Bat doll and detonates it in her hands, knocking back enemies
  • Ground Up Special
    • – Knockback scaling reduced to 11 from 12
  • Air Up Special
    • – Knockback scaling reduced to 15 from 17
    • – On-whiff cancel window delayed 10 frames
  • *NEW* Air/Ground Down Special (Cooldown)
    • ~ Harley now spawns a jack in the box mine that detonates immediately

Iron Giant

Iron Giant’s size and weight have been slightly reduced. With these reductions we have also improved the offense of Iron Giant, focusing his abilities on being a strong tank. Air Side Special, Air Neutral Attack, Ground Down Special, and Ground Side Special have all been altered in ways to promote offensive pressure against opponents.

  • General: 
    • + Air movement speed increased to 1200 from 1000
    • – Weight reduced to 120 from 140
    • ~ Size decreased by 10%
    • *  Fixed an issue where buff UI above Iron Giant’s head could appear off-screen
  • Ground Dash Attack
    • ~ Hitbox added during final 4 frames of active hitbox window that sends enemies downwards
    • + On-hit cancel window has been advanced 8 frames
  • Ground Neutral Attack
    • ~ Knockback angle made more horizontal
  • Ground Side Attack 1
    • + On-hit cancel window into Ground Side Attack 2 advanced 4 frames
    • * Fixed an issue where this attack could not be canceled into an Instant Dodge Aerial attack
  • Grounded Up Attack
    • ~ Projectile hitbox knockback angle made more vertical
  • Air Neutral Attack
    • ~ Knockback angle made more horizontal
    • – Uncharged hitstun reduced; charged hitstun unchanged
    • + Now allows fast fall during attack start-up
    • * Fixed an issue where this attack could send enemies in the wrong direction under certain conditions
  • Air Up Attack
    • + Sourspot hitbox base knockback increased to 1300 from 1200
    • + Now maintains more horizontal momentum during attack
  • Air Down Attack
    • ~ Knockback angle made more downwards
    • + Hitbox size increased
    • + Now maintains more momentum during attack start-up
  • Ground Side Special
    • + Movement increased
    • + Armor application advanced 6 frames
  • Air/Ground Up Special
    • + Now allows tilting of arms during start-up
  • Air/Ground Down Special
    • + Ground jump start-up window reduced 10 frames; air version unchanged
    • – Air falling hit knockback scaling reduced to 2.0 from 12.0; ground version unchanged
  • Air Side Special
    • + Damage increased from 8 to 10
    • + Cancel window into dodge advanced 2 frames
  • “Afterburners” Signature Perk
    • + Size of flame left on the ground have been increased
  • “Static Discharge” Signature Perk
    • ~ Now grants Iron Giant the Thorns buff while he has gray hp

Jake

Jake is receiving buffs across the board to improve his gameplay. Players should be able to find more success in using attacks such as Air Down Attack skateboards, and find simpler ringouts with Ground/Air Up Attacks. The goal of these changes is to help Jake feel less restricted more in line with the rest of the cast of characters.

  • General
    • + Ground movement speed increased to 2300 from 2150
    • + Air movement speed increased to 1700 from 1650
  • Ground Dash Attack
    • + On-hit cancel window advanced 6 frames
  • Ground Side Attack 2 
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 3/Shield Breaker
    • + On-hit cancel window advanced 2 frames
  • Ground Up Attack
    • + Sweetspot base knockback increased to 1650 from 1550
    • + Sourspot knockback scaling increased to 18 from 17.5
  • Ground Down Attack
    • ~ Knockback angle more horizontal
    • + On-hit cancel window advanced 2 frames
  • Air Neutral Attack 1
    • – Base knockback reduced to 1250 from 1400
    • + On-hit cancel window advanced 3 frames
    • + Repeat-move lockout reduced to 12 frames from 16 frames 
  • Air Up Attack 1
    • + Damage increased to 4 from 3
    • – Hitstun reduced
    • + On-hit cancel window advanced 4 frames
  • Air Up Attack 2
    • + Knockback direction influence multiplier increased to 1.2 from 1.0
  • Air Down Attack
    • + First hit hitbox active duration increased by 1 frame
    • + First hit hitbox active window advanced 6 frames
    • + First hit on-hit cancel window advanced 2 frames
    • + First hit on-whiff cancel window advanced 9 frames
    • + Second hit on-whiff cancel window advanced 10 frames
    • + Third hit on-whiff cancel window advanced 8 frames
  • Air/Ground Up Special
    • – Now counts towards Jake’s air special limit
    • * Fixed an issue where enemies that parry this attack would not stun Jake
  • Air/Ground Down Special
    • + Cancel window advanced 4 frames

Jason 

Jason’s gameplan became too centered around ground bounce combo starters, so we’ve shifted some of his power from ground bounce combos into new combo routes and kill confirms. Jason’s teleport now hits less hard, but he should be able to act out of it a bit easier and use it more reliably for follow-up confirms on hit. With the improvements to attack cancel timings such as Dash Attack, Jason will still instill the fear of a slow, strong, powerful tank.

  • Ground Dash Attack
    • + Start-up window reduced 1 frame
    • + Movement increased
    • + On-hit cancel window advanced 15 frames 
    • + On-whiff cancel window advanced 15 frames
    • ~ Hitbox adjusted to better match visuals
    • ~ Late hit knockback angle made more vertical
  • Ground Neutral Attack
    • + Start-up window before charge reduced 1 frame
  • Ground Side Attack 1
    • – Machete hitbox start-up window increased 1 frame
    • – Active hitbox duration reduced 1 frame
    • + On-hit cancel window into Ground Side Attack 2 advanced 5 frames
  • Ground Side Attack 2
    • + On-hit cancel window into Ground Side Attack 3 advanced 6 frames
  • Ground Side Attack 3
    • + Throw base knockback increased to 16 from 14
    • + On-hit cancel window advanced 4 frames
    • * Fixed an issue where audio and controller rumble would play twice on-hit
  • Ground Down Attack
    • + Start-up window before charge reduced 2 frames
    • ~ Knockback angle made more horizontal
    • + On-hit cancel window into Ground Dash Attack advanced 7 frames
  • Air Neutral Attack
    • + On-hit cancel window advanced 1 frame 
    • ~ Knockback angle made more horizontal
  • Ground Neutral Special
    • + On-hit cancel window advanced 10 frames 
    • + On-whiff cancel window advanced 12 frames 
  • *NEW* Ground Neutral Special (Cooldown)
    • ~ Jason performs his neutral special explosion to hit enemies around him 
  • Air/Ground Side Special
    • + Base knockback Increased to 1900 from 1750
    • – Knockback scaling reduced to 12 from 16.5
    • ~ Ground version knockback angle made more vertical; air version unchanged
  • Ground Up Special
    • + Base knockback increased to 1400 from 1200
    • + On-hit cancel window advanced 2 frames 
  • Air Neutral Special
    • + Final hit knockback scaling increased to 20 from 18
    • ~ Knockback angle made more horizontal
    • – On-whiff cancel window delayed 15 frames
  • Air Down Special
    • + On-hit cancel window now allows cancelling into any action while Jason is in the air 
    • + Cancel window into landing attack advanced 2 frames
    • – Landing attack movement reduced

LeBron

We are moving LeBron away from focusing on ground bounce combo starters by giving him kit improvements allowing for a more expressive gameplan. We want LeBron to be able to freely switch between having his basketball and not having it while still finding success. To achieve this, we are improving all of LeBron’s no-ball attacks, and we are improving cancel timings on attacks with the ball. In exchange, we are reducing some of the ringout potential from LeBron’s aerial attacks.

  • Ground Dash Attack
    • – Damage reduced to 7 from 8
    • + Base knockback increased to 1850 from 1700
    • – Knockback scaling reduced to 15 from 19
    • + Hitstun increased
    • + Hitbox active duration increased 1 frame
    • + On-hit cancel window advanced 19 frames
    • + On-whiff cancel window advanced 15 frames
  • Ground Dash Attack (No Basketball)
    • – Damage reduced to 5 from 6
    • + Base knockback increased to 1700 from 1500
    • + Knockback scaling increased to 18 from 13
    • ~ Knockback angle made more horizontal
    • – Knockback directional influence multiplier increased to 1.2 from 1.0
    • + Hitbox Active duration increased 1 frame
    • + On-hit cancel window advanced 17 frames
    • + On-whiff cancel window advanced 6 frames
    • + Movement increased
  • Ground Neutral Attack 
    • + Damage increased to 8 from 6
    • – Damage charge multiplier reduced to 1.5 from 2.0
    • – Knockback scaling reduced to 20 from 22
  • Ground Neutral Attack (No Basketball)
    • + Damage increased to 10 from 7
    • – Damage charge multiplier reduced to 1.5 from 3.0
  • Ground Side Attack 1 
    • + On-hit cancel window advanced 3 frames
  • Ground Side Attack 2 
    • + On-hit cancel window advanced 1 frame
  • Ground Side Attack 3
    • + Damage increased to 6 from 5
  • Ground Side Attack (No Basketball)
    • + On-hit cancel window advanced 6 frames
    • + On-whiff cancel window advanced 7 frames
  • Ground Up Attack 
    • + Hitstun increased
    • + Knockback direction influence multiplier increased to 1.25 from 1.0
    • + On-hit cancel window advanced 3 frames
    • + Now maintains more momentum when executed as part of a dodge attack
  • Ground Down Attack
    • – Damage reduced to 6 from 9
    • + Base knockback increased to 2000 from 1825
    • + Knockback scaling increased to 18 from 16
    • ~ Knockback angle made more horizontal 
    • + On-hit cancel window advanced 2 frames
  • Ground Down Attack (No Basketball)
    • + Second hit damage increased to 9 from 5
    • – Base knockback reduced to 2200 from 2450
    • + Knockback scaling increased to 10 from 5
    • ~ Visuals adjusted to better match hitbox
  • Air Side Attack 
    • – Damage reduced to 6 from 7
    • – Hitstun reduced
  • Air Up Attack 
    • – Base knockback reduced to 1500 from 1700
    • + Knockback scaling increased to 18 from 17.5
  • Air Down Attack 
    • + On-hit cancel window advanced 3 frames
    • + Now allows fast fall during attack start-up
    • + Now maintains more momentum during attack
  • Air/Ground Side Special (No Basketball)
    • + Knockback scaling increased to 19.5 from 14
    • ~ Knockback angle made more diagonal

Marceline the Vampire Queen 

We are reducing the ringout power of a few of Marceline’s special attacks that were ringing enemies out a bit too early. In exchange, Marceline is getting a few quality of life changes to her aerial attacks that were not giving players the approaching power we wanted. This should help to move her away from aiming solely for bass stance combo starters, and instead move her towards more aggressive air approaches besides just her Air Neutral Attack.

  • General
    • + Air movement speed increased to 1800 from 1600
    • * Fixed an issue where Marceline’s automatic tech frame data did not match the other fighters
  • Ground Dash Attack 
    • – Knockback scaling reduced to 17 from 20
  • Ground Side Attack 1
    • + On-hit cancel window advanced 1 frame
  • Ground Up Attack
    • + On-hit cancel window advanced 1 frame
    • + On-whiff cancel window advanced 4 frames
  • Air Side Attack
    • – Hitstun reduced
    • + On-hit cancel window advanced 4 frames
    • + On-whiff cancel window advanced 4 frames
    • + Now maintains more momentum while moving horizontally
  • Air Down Attack
    • + On-hit cancel window advanced 10 frames
    • + On-whiff cancel window advanced 5 frames
    • + Now maintains more momentum while fast falling
  • Ground Neutral Special – Strum attack (All Directions)
    • * Fixed an issue where Marceline could cancel into Ground Neutral Attack earlier than intended under certain conditions
  • Ground Neutral Special, Down Finisher
    • + Final hit hitbox size increased
  • Ground Neutral Special, Up Finisher
    • – Second hit hitbox size reduced
  • Air/Ground Down Special
    • – Knockback scaling reduced to 19 from 22
  • Air Up Special
    • – Knockback scaling reduced to 17.5 from 19

Marvin

Marvin is being buffed to emphasize his strong projectiles and combo starters. We are giving Marvin’s projectiles several quality-of-life fixes and we are buffing his “Y-59 Heat-Seekers” Signature Perk. We are also tuning Air Side Special to serve as a proper ringout move. Marvin’s attacks that featured a cooldown have now gained an on-cooldown attack while the cooldown refreshes, removing the feeling of unusable buttons. With all of these changes, Marvin should feel much more complete, and create a new experience of gameplay for new players and veterans alike.

  • Ground Dash Attack
    • + On-hit cancel window advanced 16 frames
    • + Movement increased
    • ~ No longer ignores player collisions during movement
  • Air/Ground Neutral Attack (Cooldown)
    • + Bubble projectile speed increased
  • Ground Up Attack
    • – On-whiff cancel window delayed 6 frames
  • Ground Down Attack
    • ~ Now hits twice
    • – On-whiff cancel window delayed 4 frames
  • Air Side Attack
    • + Attack charge is no longer cancelled upon landing on the ground
  • Air Up Attack
    • – On-whiff cancel window delayed 2 frames
  • Air Down Attack
    • – On-whiff cancel window delayed 2 frames
  • Air/Ground Neutral Special
    • + Damage increased to 7 from 5
    • + Base knockback increased to 1650 from 750
    • + Knockback scaling increased to 14 from 10
    • – Start-up window increased 1 frame
    • + Knockback influence multiplier increased to 1.25 from 1.0
    • ~ Can no longer move on ground during attack
    • ~ Reversing projectiles now re-enables their hit timer, allowing them to hit enemies that have already dodged the projectile
    • * Fixed an issue where reflected projectiles (by Marvin or allies) were not being reversed by this attack
  • Ground Side Special
    • + Cancel window into Air/Ground Neutral Special advanced 2 frames
    • + Projectile lifetime increased to 1.25 seconds from 0.75 seconds
    • * Fixed an issue where the projectile releasing the fighter would force a ground bounce
  • *NEW* Ground Side Special (Cooldown)
    • ~ Marvin fires a blaster shot forward and up into the air
  • Ground Down Special
    • + Damage increased to 7 from 5
    • + On-hit cancel window advanced 4 frames
    • ~ Standardized lock-on effect distance for all fighters
    • * Fixed an issue where the flag visuals would appear even if Marvin was interrupted during charge
    • * Fixed an issue where the flag would not apply lock-on buff on-hit under certain conditions
  • Air Side Special
    • + Damage increased to 10 from 6
    • + Knockback scaling increased to 20 from 160
    • – Start-up window delayed 4 frames
    • – Now allows less momentum control during attack
    • ~ Visuals adjusted to better match hitbox
  • Air Down Special
    • + Damage increased to 7 from 5
    • + Landing hitbox size increased
    • + Landing hitbox start-up window after landing reduced 2 frames
    • ~ Standardized lock-on effect distance for all fighters
    • * Fixed an issue where the flag would not apply lock-on buff on-hit under certain conditions
  • “Y-59 Heat-Seekers” Signature Perk
    • + Time to reload Heat-Seeker rockets reduced to 0.25 seconds from 2 seconds
    • – Heat-Seeker rockets no longer break shields on hit

Morty 

We want Morty to feel more like an aggressive Bruiser, so we are reducing some of the strengths in his ability to play a strong defense. Morty’s movement speed is being increased and we have given him greater freedom of movement during his aerial attacks, allowing Morty an easier time getting in quickly against opponents and fighting up close. On the defensive side of Morty, his dodge distance is being reduced and we are reducing the power of his Ground Side Special. Morty is also receiving several new attacks to serve as on-cooldown replacements for his arsenal of cooldowns, giving him new tools he can use for more combo options.

  • General
    • + Air movement speed increased to 1650 from 1540
    • + Ground movement speed increased to 2150 from 2080
    • – Ground forward dodge distance reduced 10%
  • Ground Dash Attack
    • + Damage increased to 10 from 9
  • Ground Side Attack 1
    • – Damage reduced to 2 from 3
    • + On-hit cancel window advanced 3 frames
  • Ground Side Attack 2
    • – Damage reduced to 2 from 3
    • + Hitstun increased
    • + On-hit cancel window advanced 4 frames
  • Ground Side Attack 3
    • + Damage increased to 7 from 6
    • + Knockback scaling increased to 18.5 from 15.5
  • Ground Side Attack, Neutral Attack Follow-up (Whip)
    • + Start-up window reduced 1 frame
    • – On-whiff cancel window delayed 15 frames
  • Ground Up Attack
    • + Base knockback increased to 1500 from 1350
    • + Start-up window before charge reduced 2 frames
    • + Blaster hitbox size increased
  • Ground Down Attack
    • + Base knockback of all hits increased 1300 to 1500
    • + Hitstun increased 1.0 to 1.1
    • + On-hit cancel window advanced 3 frames
  • Air Side Attack 1
    • + Base knockback increased to 1400 from 1000
    • – Knockback scaling reduced to 1 from 5
    • + On-hit cancel window advanced 3 frames
    • + On-whiff cancel window advanced 12 frames
    • + Now maintains more momentum during attack
  • Air Side Attack 2
    • – Damage reduced to 7 from 9
    • + Knockback scaling increased to 19 from 17
    • – Hitstun reduced
    • + On-whiff cancel window advanced 2 frames
  • Air Down Attack
    • + On-hit cancel window advanced 4 frames
    • + Now maintains more momentum during attack
    • + Now maintains more momentum while fast falling
    • + Now allows fast fall during attack start-up
  • Air Up Attack
    • – Knockback scaling reduced 17.5 to 16
    • – On-hit cancel window delayed 5 frames
  • Air/Ground Neutral Special
    • + Air version hitbox added to Morty’s arm while he throws a grenade; ground version unchanged
  • *NEW* Ground Neutral Special (Cooldown)
    • ~ Morty now performs his whip attack when he’s out of grenades 
  • *NEW* Air Neutral Special (Cooldown)
    • ~ Morty now swings his arm as an attack when he’s out of grenades
  • Ground Side Special
    • – Hitstun reduced
    • – On-whiff cancel window delayed 2 frames
  • Air/Ground Up Special
    • + Hitbox added to Morty’s arms during attack
  • *NEW* Air/Ground Up Special (Cooldown)
    • ~ Morty jumps low and swings his arms without summoning his car
  • Air/Ground Down Special
    • + Hitbox added to the reset button when Morty presses the button
  • *NEW* Air/Ground Down Special (Cooldown)
    • ~ Morty now presses the button without saving his place when this move is on cooldown

Nubia

  • Ground Side Attack 1
    • + Hitbox active window advanced 2 frames

Raven

  • General
    • * Fixed an issue where Raven would not shield when holding a direction and pressing the neutral dodge button bind
  • Ground Up Special
    • + Arm hitbox now breaks shields
  • Air/Ground Down Special
    • * Fixed an issue where the projectile shield could persist at Lenore’s location after Lenore was destroyed

Reindog

We are improving Reindog’s ability to play more aggressively. We are adding multiple movement improvements to air attacks like Air Down Attack and buffs to ringout potential to help secure ringouts more consistently. Reindog should feel much less restricted in offensive options and feel like he has new ways to set up combos outside of Air Side Attack or jabs. 

  • General
    • + Air movement speed increased to 1800 from 1750
  • Ground Dash Attack
    • + On-hit cancel window advanced 2 frames
    • – On-whiff cancel window delayed 3 frames
  • Ground Neutral Attack
    • + On-whiff cancel window advanced 12 frames
  • Ground Side Attack 1
    • – Hitstun reduced
    • + On-hit cancel window advanced 1 frame
    • + Now allows on-hit cancelling into Jump
    • – On-whiff cancel window delayed 12 frames
    • + Hitbox active duration increased 1 frame
    • – Hitbox size reduced to better match visuals
  • Ground Side Attack 2
    • – Hitstun reduced
    • + On-hit cancel window advanced 1 frame
  • Ground Side Attack 3
    • + Damage increased to 8 from 6
  • Ground Down Attack
    • + On-hit cancel window advanced 20 frames 
    • + On-whiff cancel window advanced 3 frames
  • Air Neutral Attack
    • + On-whiff cancel window advanced 6 frames
  • Air Side Attack
    • – Final hit Hitstun reduced
    • + On-hit cancel window advanced 2 frames
  • Air Up Attack
    • + Knockback scaling increased to 14 from 12
  • Air Down Attack
    • + On-hit cancel window advanced 5 frames
    • + Now maintains more momentum during attack start-up 
    • + Now allows fast fall during attack start-up 
  • Air Side Special
    • + Knockback scaling increased to 17.5 from 14.5
    • + Hitbox active duration increased 2 frames
  • “Fire Fluff” Perk
    • + Fire wall size increased

Rick

While Rick’s combo game is very unique, the focus around jabs into Air Side Attack loops became too strong and a large center focus on the gameplan. To adjust for this we are delaying the cancel timing on Air Side Attack, and improving cancel timings on Dash Attack which will create new routes for Rick. We are also altering the speed in which Polymorph will activate, and reducing the Polymorph duration to prevent Rick from controlling the pace of the game for a long period of time. 

  • Ground Dash Attack
    • + On-hit cancel window advanced 7 frames
  • Ground/Air Neutral Attack
    • + Maximum charge time reduced 6 frames
  • Ground Side Attack 1
    • + On-hit cancel window into Ground Side Attack 2 advanced 5 frames
  • Grounded Up Attack
    • + Final hit knockback scaling increased to 16 from 14
  • Air Side Attack
    • + Knockback scaling increased to 19 from 17.5
    • ~ Knockback angle made more vertical
    • – On-hit cancel window delayed 2 frames
  • Air Up attack
    • + Knockback scaling increased to 16.5 from 15
  • Air/Ground Down Special
    • – Polymorph bomb explosion duration reduced to 6 frames from 12 frames
    • – Polymorph debuff duration reduced to 6 seconds from 10 seconds
    • – Polymorph projectile speed increased to 1700 from 1200
    • * Fixed an issue where the polymorph bomb could become stuck to the side of a wall under certain conditions

Samurai Jack

Samurai Jack is receiving gameplay updates to smooth out his advantage state and help him keep the momentum going. He has new combos out of Ground Up Attack and Air Neutral Attack and a consistent projectile out of Focus Air Down Special that adds a brand new finisher option.

  • Passive
    • + Meditating transition from crouching advanced 10 frames
  • Ground Neutral Attack
    • + Uncharged base knockback increased to 1750 from 1500
  • Ground Up Attack
    • + First hit hitstun increased
  • Ground Down Attack
    • ~ Knockback angle made more horizontal
  • Air Neutral Attack
    • + On-hit cancel window advanced 5 frames
    • + On-whiff cancel window advanced 5 frames
  • Air Side Attack
    • + Base knockback increased to 1500 from 1350
    • + Attack charge is no longer cancelled upon landing on the ground
  • Air Down Attack
    • * Fixed an issue where follow-up attacks did not always occur when buffered on-hit
  • Ground Neutral Special
    • + Armored window increased 2 frames
  • Air/Ground Up Special
    • + Movement from charge increased; air version unchanged
  • Focus Air/Ground Up Special
    • + Cancel window into Focus Air Down Special advanced 6 frames
    • + Movement from charge increased; air version unchanged
    • *  Visuals adjusted to better match hitbox
  • Ground Down Special
    • + Start-up window before charge reduced 3 frames
  • Focus Ground Down Special
    • + Start-up window before charge reduced 3 frames
    • + Final hit base knockback increased to 2000 from 1800
    • – Final hit knockback scaling reduced to 19 from 20
  • Focus Air Down Special
    • + Now always spawns a projectile
    • + Projectile base knockback increased to 1800 from 1500
    • + Projectile knockback scaling increased to 16 from 15
    • + Projectile hitstun increased

Shaggy 

Shaggy has always been the all-around character of the cast, so we are making a few adjustments to his gameplay to better reflect this. We are reducing the power of  Shaggy’s grounded combo loops and reducing his early ringout potential. Instead Shaggy now has more ways to start short combo strings and keep up the pressure. The goal is to pull Shaggy away from relying almost solely on his side attack combo starters and give an opportunity for players to be more creative with his other attacks.

  • Ground Neutral Attack
    • – Uncharged damage reduced to 8 from 10
    • + Uncharged base knockback increased to 1600 from 1300
    • + Start-up window before charged reduced 4 frames
    • + On-hit cancel window advanced 6 frames
    • + On-whiff cancel window advanced 9 frames
    • + Armor application from charge advanced 3 frames
    • ~ Knockback angle made more diagonal
  • Ground Side Attack 2
    • + Now allows on-hit cancelling into Jump
    • + On-hit cancel window advanced 1 frame
  • Ground Down Attack 1
    • – Hitstun reduced
    • – On-hit cancel window delayed 9 frames
  • Ground Down Attack 2
    • + Knockback scaling increased to 12.5 from 9.5
    • + Movement increased
  • Air Neutral Attack
    • + Final hit knockback scaling increased to 22 from 13
    • + Final hit hitstun increased
    • + On-hit cancel window advanced 2 frames
  • Air Side Attack
    • – Sourspot knockback scaling reduced to 15.5 from 17
  • Air Down Attack
    • + On-hit cancel window advanced 6 frames
    • + Now maintains more momentum during attack
  • Ground Up Special; Air version unchanged
    • – Sourspot damage reduced to 8 from 9
    • – Sweetspot damage reduced to 9 from 10

Steven Universe

We are improving Steven’s grounded gameplay to help complement his already-strong aerial attacks. We are also improving his Ground Neutral Attack and his Air/Ground Neutral Special so Steven players will be able to apply the Rose Debuff more easily.

  • General
    • + Ground movement speed increased to 2125 from 2075
  • Ground Shield Break Attack
    • ~ Now uses Steven’s Ground Side Attack 3
  • Ground Dash Attack
    • + On-hit cancel window advanced 7 frames
    • + On-whiff cancel window advanced 8 frames
  • Ground Neutral Attack
    • + Base knockback increased to 1650 from 1200
    • ~ Knockback angle made more diagonal
    • + On-hit cancel window advanced 11 frames
    • + On-whiff cancel window advanced 6 frames
  • Ground Side Attack 1
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 2
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 3/Shield Break Attack
    • + Damage increased to 8 from 6
  • Ground Up Attack
    • – Movement reduced
  • Ground Down Attack 
    • + Damage increased to 5 from 4
  • Air Neutral Attack
    • + Attack charge is no longer cancelled upon landing on the ground
  • Air Side Attack
    • – Damage reduced to 8 from 9
    • – Knockback scaling reduced to 17.5 from 19
  • Air Down Attack
    • + Repeat-move lockout reduced to 12 frames from 16 frames
    • + Now maintains more momentum while fast falling
  • Air/Ground Neutral Special
    • + Hitbox added to Steven’s body as he spawns his tether
  • *NEW* Ground/Air Neutral Special (Cooldown)
    • ~ Steven now hits nearby enemies without spawning his tether while this attack is on cooldown
  • Ground Up Special
    • – Now counts towards Steven’s air special limit
  • *NEW* Ground Down Special (Cooldown)
    • ~ While on cooldown, Steven will slap downwards as a hit without spawning Watermelon Steven or his healing circle
  • Air/Ground Side Special (Cooldown)
    • + On-hit cancel window advanced 2 frames
  • Air Down Special
    • + Now allows fast fall during attack start-up

Stripe

Many of Stripe’s combos lasted very long due to high hitstun leading to a few early ringouts. We are retooling Stripe’s kit to have quicker cancelling, better movement, and significantly reduced hitstun. In conjunction with the global hitpause changes, Stripe should feel much more aggressive with many short combo strings that allow Stripe to keep up relentless pressure, while also allowing opponents opportunities to escape situations that used to lead to very early ringouts.

  • General
    • + Air movement speed increased to 1825 from 1700
  • Passive
    • ~ Stripe no longer applies his target reticle when hitting shielded enemies
  • Ground Dash Attack
    • – Damage reduced to 7 from 8
    • + Base knockback increased to 1750 from 1350
    • + Knockback scaling increased to 20 from 19
    • – Hitstun reduced
    • + On-hit cancel window advanced 3 frames
  • Ground Neutral Attack
    • + Cancel window advanced 4 frames
  • Ground Side Attack 1
    • – Second hit Hitstun reduced
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 2
    • – Base knockback reduced to 700 from 850
    • – Hitstun reduced
    • + On-hit cancel window advanced 4 frames
  • Ground Side Attack 3
    • + Knockback scaling increased to 17.5 from 16
    • – Knockback influence multiplier increased to 1.1 from 1.0
  • Ground Up Attack 2
    • – Knockback scaling reduced to 18 from 19.5
    • + On-hit cancel window advanced 4 frames
    • + On-whiff cancel window advanced 3 frames
  • Ground Down Attack 
    • + Crossbow projectile spawn time advanced 2 frames
    • + On-hit cancel window advanced 6 frames
    • + On-whiff cancel window advanced 8 frames
    • – Movement reduced
  • Air/Ground Neutral Attack
    • – Airborne buzzsaw damage reduced to 4 from 5; ground buzzsaw unchanged
    • * Fixed an issue where this attack was displaying as an ammo cooldown instead of a standard cooldown
  • Air Neutral Attack (Cooldown); Ground version unchanged
    • – Knockback scaling reduced to 12 from 16
    • ~ Knockback angle made more horizontal
    • – Knockback direction influence multiplier increased to 1.1 from 1.0
    • + On-hit cancel window advanced 2 frames
  • Air Side Attack 
    • + Uncharged damage reduced to 5 from 6
    • + Uncharged base knockback increased to 1850 from 1600
    • – Uncharged knockback scaling reduced 12.5 to 11.5 from 12.5
    • ~ Knockback angle made more horizontal
    • – Hitstun reduced
    • – Knockback direction influence multiplier increased to 1.2 from 1.0
    • + On-hit cancel window advanced 2 frames
    • + On-whiff cancel window advanced 5 frames
  • Air Up Attack
    • + Now maintains more momentum during attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum while fast falling
  • Air/Ground Neutral Special; Third shot unchanged
    • – Damage reduced to 3 from 4
    • – Base knockback reduced to 850 from 1000
  • Air Side Special
    • + Final hit damage increased to 6 from 5
    • + Final hit knockback scaling increased to 19 from 18
    • – Hitstun reduced
    • ~ Knockback angle made more diagonal
    • * Fixed an issue where Stripe could move after latching onto an enemy 
  • Air/Ground Up Special
    • – Projectile destroy window delayed 5 frames
  • Air/Ground Down Special
    • – Body hit base knockback reduced to 1800 from 1950
    • + Dynamite explosion hit now ignites enemies

Superman

Superman is receiving several buffs to his general movement. This will allow Superman to be more aggressive in the air and less-inclined to hide behind his Air Down Special as the primary combo starter. Superman’s ground game also felt very limited due to his speed so we are buffing Dash Attack and Ground Down Special to serve as new combo starters which should give him options to use in conjunction with his already strong Ground Side Attack.

  • Movement
    • + Ground movement speed increased to 2050 from 1865
    • + Air movement speed increased to 1900 from 1775
  • Ground Dash Attack
    • + Second hit damage increased to 9 from 8
    • + On-hit cancel window advanced 3 frames
  • Ground Side Attack 1
    • – Hitstun reduced
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 3
    • + On-hit cancel window into Ground Side Attack 4 advanced 2 frames
  • Ground Side Attack 4
    • + Base knockback increased to 1850 from 1600
    • + Knockback scaling increased to 21 from 19
  • Ground Down Attack
    • + Damage increased to 7 from 6
    • + Base knockback increased to 1800 from 1350
    • ~ Knockback angle made more horizontal
  • Air Neutral Attack
    • – Final hit knockback scaling reduced to 12 from 16
    • + Now maintains more momentum during attack start-up
  • Air Side Attack
    • – Hitstun reduced
    • – Knockback influence multiplier increased to 1.1 from 1.0
    • + Active hitbox duration increased by 1 frame
    • + On-hit cancel window advanced 3 frames
    • + Now maintains more momentum during attack start-up
    • * Visuals adjusted to better match hitbox
  • Air Up Attack
    • + Now maintains more momentum during attack
  • Air Down Attack
    • + On-hit cancel window advanced 2 frames
    • + Now maintains more momentum during attack
    • + Now maintains more momentum while fast falling
  • Ground Side Special
    • – Damage reduced to 12 from 15
  • Ground Up Special
    • – Landing slam hit knockback scaling reduced to 26 from 30
  • Ground Down Special
    • + Head laser hitbox hitstun increased
    • ~ Head laser hitbox knockback angle made more horizontal
    • – Head laser hitbox knockback influence multiplier increased to 1.1 from 1.0
    • + On-hit cancel window advanced 2 frames
    • *  Fixed an issue where the ground eye lasers covered a larger distance if Superman hit with his head hitbox; lasers now always go full distance
  • Air Side Special
    • ~ Movement reduced after grabbing an opponent
  • Air Down Special
    • + On-hit cancel window advanced 4 frames

Taz

Taz is receiving improvements to his aerial movement and fixes to inconsistencies with some of his combo starters. In exchange, some attacks are receiving damage nerfs to prevent easy ringout combos, but Taz should still find success with his improved movement..

  • Movement
    • + Air movement speed increased to 1800 from 1750
  • Ground Dash Attack
    • – First hit damage reduced to 1 from 2
    • – Second hit damage reduced to 8 from 10
    • – Second hit knockback scaling reduced to 18.5 from 20
    • ~ Second hit knockback angle made more diagonal
    • + On-hit cancel window advanced 14 frames
  • Ground Neutral Attack
    • – Damage reduced to 7 from 8
    • – Base knockback reduced to 1900 from 2400
    • + Knockback charge multiplier increased to 1.75 from 1.5
    • + Knockback influence multiplier increased to 1.1 from 1.0
    • + Hitstun increased
    • + On-hit cancel window advanced 3 frames
  • Ground Side Attack 1
    • – Second hit hitstun reduced
    • + On-hit cancel window advanced 6 frames
  • Ground Side Attack 2
    • + Damage increased to 9 from 7
    • + Knockback scaling increased to 18 from 16.5
  • Ground Down Attack
    • + Second hit uncharged damage increased to 5 from 4
    • + Second hit uncharged base knockback increased to 1650 from 1450
    • – Second hit uncharged knockback scaling reduced to 10 from 12
    • + Second hit uncharged hitstun increased
    • ~ Second hit knockback angle made diagonal
    • + On-hit cancel window advanced 5 frames
  • Air Neutral Attack
    • – First hit damage reduced to 3 from 4
    • + Second hit base knockback increased to 2200 from 1400
    • + Can now be charged when hovering above ground
    • – Second hit knockback scaling reduced to 15 from 18
    • ~ Knockback angle made more diagonal
    • + Vacuum hitbox added to first hit
    • – On-whiff cancel window delayed 8 frames
  • Air Side Attack
    • – Uncharged knockback scaling reduced to 15.5 from 17
    • + Now maintains more momentum during attack start-up
    • + Attack charge is no longer cancelled upon landing on the ground
  • Air Up Attack
    • + Now maintains more momentum during attack
  • Air Down Attack
    • + Now maintains more momentum while fast falling
    • + Now maintains more momentum during attack
  • Air/Ground Side Special
    • – Final hit damage reduced to 8 from 8.5
    • – Base knockback reduced to 2000 from 2150
    • – Knockback scaling reduced to 19 from 25.5
  • Air/Ground Up Special (Cooldown)
    • + On-hit cancel window advanced 3 frames
  • Air/Ground Down Special
    • + Boot projectile base knockback increased to 1400 from 1250
    • ~ Boot projectile knockback angle made more horizontal
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
    • + On-whiff cancel window advanced 5 frames
  • “I Gotta Get In There!” Perk
    • * Fixed an issue where equipping this perk also granted the “Iron Stomach” perk

The Joker

We are increasing the commitment required to use Air Neutral Special so it feels less oppressive as an approach tool. Alongside this we are also improving The Joker’s grounded combo game to allow more unique setups and use cases for his ground special attacks.

  • Ground Dash Attack
    • + On-hit cancel window advanced 1 frame
  • Ground Neutral Attack
    • ~ Card projectiles now ignore platform collision
  • Ground Side Attack 1
    • + On-hit cancel window into Ground Side Attack 2 advanced 5 frames
  • Ground Side Attack 2
    • + On-hit cancel window into Ground Side Attack 3 advanced 2 frames
  • Ground Down Attack
    • + On-hit cancel window advanced 10 frames
    • * Fixed an issue where The Joker could charge this move indefinitely
  • Ground Neutral Special
    • + Movement increased
    • * Fixed an issue where enemies could ground bounce in between hits from this attack
  • Ground Down Special
    • ~ Visuals adjusted to better match hitbox
  • Air Neutral Special
    • – Start-up window before charge increased by 8 frames
  • Air Side Special
    • ~ Final hit knockback angle made more horizontal

The Powerpuff Girls

  • General
    • * Fixed an issue where out of shield timing was much slower than the rest of cast
  • Ground Up Special
    • – Now counts towards The Powerpuff Girls’ air special limit

Tom & Jerry

Tom & Jerry has suffered from the inability to fast fall or drift during their aerial attacks. We are adjusting all of their air attacks to allow better freedom of movement and we are greatly improving Tom & Jerry’s air speed to be more in line with the rest of the cast. These changes should remove the sluggish feeling behind approaching in the air with Tom & Jerry. Attack cancels are being sped up so combos finish quicker and prevent Tom & Jerry from creating excessively long and inescapable combos.

  • General
    • + Air movement speed increased to 1700 from 1450
  • Ground Dash Attack
    • + On-hit cancel window advanced 2 frames
    • + On-whiff cancel window advanced 6 frames
  • Ground Neutral Attack
    • ~ Knockback angle made more horizontal
    • + On-whiff cancel window advanced 7 frames
  • Ground Side Attack 1
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 2
    • + On-hit cancel window advanced 5 frames
  • Ground Side Attack 3
    • + On-hit cancel window advanced 3 frames
  • Ground Side Attack 4
    • + Damage increased to 7 from 6
    • + Knockback scaling increased to 18.5 from 16
    • ~ Knockback angle made more diagonal
  • Ground Up Attack
    • – Final hit base knockback reduced to 1800 from 2000
    • + On-hit cancel window advanced 2 frames
  • Air Neutral Attack
    • ~ Knockback angle made slightly more horizontal
    • – Start-up window after charge increased 1 frame
    • + On-whiff cancel window advanced 7 frames
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
    • – Now maintains less momentum on the ground in the direction opposite Tom’s facing during the attack
  • Air Side Attack
    • – Second hit hitstun reduced
    • + On-whiff cancel window advanced 6 frames
    • + Now maintains more momentum during attack
    • + Now allows fast fall during attack start-up
  • Air Up Attack
    • + On-hit cancel window advanced 16 frames
    • + On-whiff cancel window advanced 4 frames
    • + Now allows fast fall during attack start-up
    • + Now maintains more momentum while fast falling
  • Air Down Attack
    • + Start-up window reduced 1 frame
    • + Now maintains more momentum during attack
    • + Now allows fast fall during attack start-up
  • Air/Ground Neutral Special (Jerry)
    • – Damage reduced to 6 from 7
    • – Knockback scaling reduced to 15 from 17
  • Air/Ground Side Special
    • + On-hit cancel window advanced 8 frames

Velma 

We are fixing Velma’s ability to fast fall during her air attacks, opening up many more aggressive routes to complement her zoning strength. We are also improving Velma’s grounded combo starters, allowing Velma an easier time fighting up close. Ground Down Attack and Ground Up Special are now both great combo starters and setup tools leading to easy ringouts. 

  • Ground Side Attack 1
    • + On-hit cancel window advanced 2 frames
  • Ground Side Attack 2
    • + On-hit cancel window advanced 1 frame
  • Ground Down Attack
    • + Uncharged base knockback increased to 2000 from 1250
    • + Uncharged knockback scaling increased to 17.5 from 0.5
    • ~ Knockback angle made more vertical
    • – Hitstun reduced
    • + Start-up window before charged reduced 2 frames
    • – On-hit cancel window delayed 2 frames
  • Air Side Attack
    • – Hitstun reduced
    • + Now maintains more momentum during attack
    • + Now allows fast fall during attack start-up
  • Air Up Attack
    • + Now maintains more momentum during attack
    • + Now allows fast fall during attack start-up
  • Air Down Attack
    • + On-hit cancel window advanced 3 frames
    • + Now maintains more momentum during attack
  • Ground Side Special
    • * Fixed an issue where ally fighters could jump into Velma’s arms while they were in hitstun
  • Ground Up Special
    • + Hitbox added to Velma’s arm while she throws the ice vial
    • + On-hit cancel window advanced 5 frames
    • + On-whiff cancel window advanced 3 frames
  • *NEW* Ground Up Special (Cooldown)
    • ~ Velma jumps and swings her arm without throwing the ice vial
  • Air Neutral Special; Ground version unchanged
    • + Now allows fast fall during attack start-up
    • + On-whiff cancel window advanced 6 frames
  • Air Down Special
    • + Now allows fast fall during attack start-up

Wonder Woman

Wonder Woman has always had a very easy time securing ringouts, so we are looking to limit that strength to prevent her from feeling oppressive. We are changing her Air Side Attack to feel weaker when she hits with the sword hilt, and we are increasing the whiff lag of her Air Neutral Attack. In exchange, we are continuing to push her identity as an anti-projectile tank by giving her the ability to reflect projectiles with her attacks that previously only blocked projectiles.

  • Ground Dash Attack
    • + Hitting projectiles in the first 3 active frames of this attack now reflects projectiles instead of destroying them
  • Ground Side Attack 1
    • + On-hit cancel window into Ground Side Attack 2 advanced 2 frames
  • Ground Side Attack 2
    • + On-hit cancel window into Ground Side Attack 3 advanced 2 frames
  • Ground Up Attack
    • + On-hit cancel window advanced 4 frames
  • Air Neutral Attack
    • + Second hit knockback scaling increased to 18 from 8
    • – Now maintains less momentum after attack whiffs
    • + On-hit cancel window advanced 2 frames
    • *  Fixed an issue where this attack could be cancelled on-whiff earlier than intended under certain conditions
  • Air Side Attack
    • + Base knockback increased to 1750 from 1300
    • ~ Hitbox added to sword hilt with lower damage and lower knockback
  • Air Up Attack
    • + Hitbox size increased
  • Ground Side Special
    • + Hitting projectiles in the first 15 active frames of this attack now reflects projectiles instead of destroying them
  • Ground Up Special
    • + Knockback scaling increased to 13 from 10
    • + Hitting projectiles in the first 2 active frames of this attack now reflects projectiles instead of destroying them
  • Air/Ground Down Special
    • + Hitbox added around Wonder Woman after she has applied armor
  • *NEW* Air/Ground Down Special
    • ~ Wonder Woman now performs a version of her Air/Ground Down Special that does not dash to allies or grant armor
  • Air Side Special
    • – Base knockback reduced to 1700 from 1850
  • Air Up Special
    • + Hitting projectiles in the first 7 active frames of this attack now reflects projectiles instead of destroying them
  • “Grapple of Hermes” Perk
    • + On-whiff cancel window advanced 6 frames

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