Season 3 1.3.0 Patch Notes Part 3
This is a continuation of patch notes Part 1 and Part 2
Characters
Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
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
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
Air Neutral Attack
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
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
Ground Side Attack, Neutral Attack Follow-up (Whip)
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
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
With the introduction of the teching system, we have added more attacks that lead to ground bounces for combo starters.
Ground Side Attack 3
Ground Side Attack 1
Air Neutral Attack
Air/Ground Neutral Attack
Ground Side Attack 3
General
Ground Side Attack 1
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
Air Neutral Attack
Air Side Attack
Characters
Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
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.
- - Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing
- + 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
- + Start-up window before charge reduced 2 frames
- ~ Final hit Knockback will now always hit away from Iron Giant
- ~ Knockback angle made more downward to allow ground bounces
- 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 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 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 less momentum during attack start-up
- + Projectiles now ignore platforms
- - No longer spawns a shockwave
- Fixed an issue where Iron Giant could spawn two plasma orbs in quick succession
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
- + Knockback scaling increased to 17.5 from 16.5
- + 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
- + Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%
- + Start-up window before charge reduced 2 frames
- + Knockback increased to 1450 from 1250
- - Repeat-move lockout increased to 15 frames from 8 frames
- - 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
- - Damage reduced to 10 from 12
- - On-whiff cancel window delayed 10 frames
- + 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
- + Now maintains more momentum during attack start-up
- - Knockback reduced to 1150 from 1450
- + Forearm and hand hurtbox are now invulnerable during the 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
- - 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
- ~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them
- Fixed an issue where Jake would not bounce if the player held a down input
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
- 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
- + Now maintains more momentum during attack start-up
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
- + Hitbox size increased
- + Hitbox active duration increased 2 frames
- + Start-up window reduced 3 frames
- + 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
- ~ Hitbox now better matches the visuals
- ~ Knockback angle made more downward to allow ground bounces
- + Sped up Startup by 6 frames
- + Start-up window reduced 6 frames
- + On-hit cancel window advanced 18 frames
- + 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
- + 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
- + 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
- 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
- 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
- + Now maintains more momentum when executed as part of a dodge attack
- + Now allows fast fall during attack start-up
- + 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
- + Start-up window reduced 3 frames
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
- ~ Hitpause reduced
- + 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
- – 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
- ~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
- ~ Fixed certain projectile clank interactions
- + 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
- ~ 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
Ground Side Attack, Neutral Attack Follow-up (Whip)
- ~ No longer classified as a "projectile" hit
- ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
- ~ 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
- + 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
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Hitbox size now better matches visuals
- + Now maintains more horizontal momentum during attack start-up
- Fixed an issue where the earth pillar aimer could not be controlled when used near breaks in terrain
- ~ Visuals updated
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
- + Cooldown reduced to 16 seconds from 24 seconds
- + Ally throw knockback scaling increased to 21 from 17
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
- ~ 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
- + Start-up window before charge reduced 1 frame
- ~ Knockback angle made more horizontal
- + Fart bomb spawn time advanced 12 frames
- - On-whiff cancel window delayed 12 frames
- 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 during attack start-up
- - On-whiff cancel window delayed 6 frames
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more horizontal momentum during attack start-up
- + Now allows fast fall during attack start-up
- + Golf Meeseeks active hitbox duration increased 2 frames
- + Golf Meeseeks knockback scaling increased to 15 from 11
- 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
- + Hitbox active duration increased 5 frames; now matches air version
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
- - Uncharged hitbox size reduced
- ~ Second hit knockback angle made more downward to allow ground bounces
- ~ Hitpause reduced
- + Now allows fast fall during attack start-up
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum during attack start-up
- – 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
- - Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
- - Hitbox active duration reduced 1 frame
Ground Side Attack 1
- - Hitbox size reduced so the attack is less likely to hit behind Shaggy
- - Knockback influence multiplier increased to 1.25 from 1.0
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Will now slowly fall while charging in the air
- - Maximum rage duration reduced to 7 seconds from 12 seconds
- - Sandwich healing reduced to 2 damage from 5 damage
- - On-whiff cancel window delayed 4 frames
Air Neutral Attack
- + Now maintains more momentum when executed as part of a dodge attack
- - Now maintains less momentum during attack start-up
- + Now maintains more momentum during attack start-up
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
- + 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
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
Ground Side Attack 3
- - Hitbox sizes reduced so the attack is less likely to hit behind Superman
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum during attack start-up
- - 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
- Fixed an issue where the eye lasers could detonate on the incorrect surface
General
- Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies
- ~ Fixed certain projectile clank interactions
- + Movement distance increased
- - Now maintains less horizontal momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more vertical momentum during attack start-up
Ground Side Attack 1
- - Hitbox active duration reduced 1 frame so it's less likely for The Joker to hit behind himself
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum when executed as part of a dodge 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
- - On-whiff cancel window delayed 8 frames
- + Now maintains more momentum during attack start-up
- + Now maintains more momentum when executed as part of a dodge attack
- - 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
- 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
- - Can no longer on-hit cancel into dodge or ground side attack while the attack is active. This fixes an infinite combo.
- + On-hit cancel window advanced 10 frames
- ~ 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
- ~ Knockback angle made more downward to allow ground bounces
- + On-hit cancel window advanced 10 frames
- + Hitbox active duration Increased 1 frame
- + Now maintains more momentum when executed as part of a dodge attack
- + Now maintains more momentum during attack start-up
- + Now allows fast fall during attack start-up
- ~ 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.
- ~ Fixed certain projectile clank interactions
- ~ Split dynamite can now be reflected a short duration after they are spawned
Air Neutral Attack
- + Now maintains more momentum when executed as part of a dodge 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
- + Now allows fast fall during attack start-up
- + Now maintains more momentum during attack start-up
- - Speech bubbles no longer home to a target once reflected
- ~ Fixed certain projectile clank interactions for all speech bubble types
- + Now maintains more momentum when executed as part of a dodge attack
- ~ Fixed certain projectile clank interactions
- + 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 during attack start-up