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Rivals of Aether II News

Patch 1.1.5 - Pirate Maypul Donation Bundle

Avast friends, rest a spell! Have you ever heard of the Pirate Queen Maypul? Legend has it she's terrorizing the high seas with her seedy crew. Turns out she's looking for a new first mate to aid in her conquest, do you have what it takes?

[previewyoutube][/previewyoutube]

New Mid-Month Bundle: Pirate Maypul

Maypul and her plant companions Lily, Terry, and Poppy are all decked out in swashbuckling gear and ready to send your opponents to Davy Jones' locker.

This month we're also partnering with Snail's House ferret rescue! 25% of profits from the Pirate Maypul bundle from 3/18-4/15 will be donated to the rescue. Pirate Software operates the rescue out of Washington State, caring for animals brought in from all over the country. The rescue specifically seeks out animals that have dire medical needs, are victims of abuse or neglect, or cannot otherwise be taken care of by their owners.

Please click HERE if you are interested in learning more about the foundation, and please do yourself a favor and click here for a 24 hour Twitch live feed of the ferrets.

After the first month donation period ends, this bundle will be become purchasable with Aether Bucks as usual.




  • Fixed a bug that prevented players from progressing stages in Arcade Mode in certain scenarios.
  • Airdodge rounding angle: 20 > 12
    • The change from 1.1.4 made to held with wavedash and waveland rounding had some adverse effects on certain box configurations. The new values should achieve the same goal as 1.1.4, while working better for the aforementioned box configurations.
[h3]Audio Updates[/h3]
Last patch we made broad changes to all character hits to make them sound more clear and balanced. We're pretty happy with the overall direction and have made a few extra adjustments in the patch. We have also adjusted specific characters that were affected negatively by the previous changes.

Hit Changes:
  • Hits now cut better through the mix, so we slightly lowered their volume.
  • A few hit types got some extra attention in the mix (characters most affected were Zetterburn, Ranno, Forsburn and Clairen).
  • Some multi-hit attacks now sound snappier (ex: Clairen's Up Special).


Character Specific Audio Changes:
  • Maypul now has a custom vine wrap sound for seeded enemies.
  • Terry now has a sound when he goes back into the ground.


Other Changes and Notes:
  • There is a new critical hit (purple screen) SFX in the game.
    • This was a heavily requested change that we are excited to add.
  • The new Pirate Maypul skin has the biggest number of custom SFX to date, both with layered sounds and completely new ones.

Hotfix Patch 1.1.4.1

We have a few changes following yesterday's big patch. This hotfix is primarily bug fixes, with one change from 1.1.4 reverted, and a new skin palette added to the shop.
  • Fixed a bug that would cause the camera to behave oddly in ultrawide resolutions after certain characters' victory animations.
  • The pause menu will no longer automatically open in an uninteractable state when viewing a replay
  • Midnight Abyss Clairen added to the shop.
  • Reverted: "Medium hitstun will no longer force the player to face the opponent."
    • This caused some inward-sending moves, such as Forsburn Forward/Up Strong and Loxodont Forward Tilt, to turn opponents around, which was worse than the original problem this change was intended to solve.
  • Bug fix: All cooldowns are now reset upon death.
  • Bug fix: Fixed a few Fleet voice lines.

Patch 1.1.4 Notes and Aether Legends Event Live

Aether Legends Event

The Aether Legends in-game event is live and runs from 3/4 - 4/2! Earn iconic cosmetics tied to the legends and history of Aether by progressing the free event track, or grab the Legends bundle in the shop for a pack of storied skins, icons, coins, and bucks! The paid bundle includes Ranger Fleet, Demigod Orcane, and Dark Future Loxodont as the featured skins with associated icons to match. The Demigod Orcane and Dark Future Loxodont skins both feature custom Voice and sound effects when equipped. Check out the event trailer below:

[previewyoutube][/previewyoutube]

Our free track for March contains the Dark Future Loxodont Emote, the Four Legend death effect, the Ranger platform, and the Smoke Clan Forsburn skin and Smoke Clan Forsburn icon. Players equipping any of the new event skins, any Abyss skin, or Ranger Clairen will receive 20% Bonus XP on the event track.



Training Mode Updates Phase 1

Training Mode is getting some new features! While this is only the first phase of improvements, we have been taking feedback from the community via our Nolt Board. Thank you to everyone that has left constructive feedback regarding training mode, we plan to continue implementing your feedback as development continues. Here is a list of new options added in today’s update:
  • Set player percent
  • Grab option (action when cpu grabs you)
  • Ledge option
  • Counter option air (air dodge or do an attack on the first actionable frame in the air)
  • Counter delay (delay counter action by a number of frames)
  • Floorhug
  • Throw option
  • Pummel option


Character Art Update

Etalus’ character model has been given a visual upgrade to really show off his scruffy fur. This update is being applied to every skin except for Honey Etalus. Check it out:



Audio Updates

We have some audio updates addressing feedback from community members and a fix for a Stereo audio bug that appeared in a recent patch.
  • There is a new sound for Perfect Shielding an attack making it easier to distinguish in-game.
  • Victory Sequence Audio has been improved for all characters!
  • Game default volume adjusted to make the slider more usable.
    • The top end of the slider was too loud overall. This adjustment may make the game sound quiet, since the settings will still be set to the same number, so be sure to go in and adjust your audio settings as you see fit!
  • Bug Fix: Definitively fixed a bug with Stereo audio.
    • This was an elusive fix that took a few patches to get right. Now we are happy to have a true fix in the game coupled with extra adjustments to make it sound even better than before!
A New Ranked Season is on the Way!

We’re excited to announce the conclusion of “Ranked Lite” is coming soon, with a reset and a brand new system and season on the way. Fear not, the end is not here, only near! We have added a neat little in-game timer to count down to the reset on 4/2 so you know how long left you have to climb.

More information on the new ranked mode and season will come in a future update, but players can expect more features and rewards as the current “Ranked Lite” gets an upgrade to our full ranked system.

Ranked/Casual Timing Update

One thing that IS going into effect immediately is a new timer update. Timers have been updated for queues/lobbies to help streamline the online player experience in menus:
  • Match Join Phase: 25s (unchanged, ends as soon as all players connect)
  • Initial CSS: 60s > 50s
  • Follow-up CSS: 60s > 25s
  • StageBan: 20s (unchanged)
  • StageSelect: 15s (unchanged)
  • Ranked Results: 30s > 20s (these numbers include victory animations)
  • Casual Results: 30s (unchanged)


Balance Updates

It’s time for everyone’s favorite part of our patch notes, balance updates! This patch focuses on power distribution across the cast, focusing on what strengths and weaknesses among the cast were a bit too prevalent. While we won’t be able to cover everything we want at once, we have taken a step towards general game feel improvements, and adjustments in particular to Wrastor, Clairen, Maypul, and Orcane. Our newest Rival, Etalus, has a plethora of changes that address his movement and shield pressure, among other aspects of his gameplay. Let's dive in:

  • Grab and Throws can no longer slide off ledges due to leftover shield pushback momentum.
    • This can happen with any character, but showed up most often with Etalus because of his low friction on ice and Kragg because of his pillar.
  • Buffering a wavedash off a ledge while standing right on it will no longer cause you to airdodge offstage.
    • This allows you to wavedash to ledge regardless of the distance to it.
  • Airdodge angles will now round to cardinal directions within 20 degrees.
    • This was previously 10 degrees, and would sometimes result in a slightly upward airdodge when trying to waveland/wavedash horizontally.
  • Fixed a bug that prevented characters from reaching their full run speed on the first frame of run if their dash speed was slower than their run speed.
    • This is very minor, but will make those characters slightly faster when they enter full run.
  • Fixed a bug that prevented characters from reaching their full run speed on the first frame of run when transitioning from the Run Turn state.
    • This is very minor, but will make characters slightly faster when they finish a run turn.
  • Medium hitstun will no longer force the player to face the opponent. They will instead face the opposite direction of their horizontal knockback the same way they do when entering heavy hitstun.
    • This mechanic made some attacks that pulled inward behave oddly if they didn't send into tumble, leaving the opponent facing the opposite direction than intended. This mechanic still applies to light hitstun.

Zetterburn is getting some small changes that reduce active frames on his powerful Down Air, and allow him to keep some momentum when using a grounded Neutral Special.
  • Down Air active frames: 5 > 4
    • This makes it require slightly more precise timing to land. The recovery frames were increased by 1 to leave the total move duration unchanged.
  • Grounded Neutral Special will no longer stop horizontal momentum.
    • This allows him to keep a little bit of his velocity when doing running Neutral Specials instead of stopping immediately in place.

Wrastor's new slipstream was getting removed a little too easily, so we're making it take some extra effort to get rid of. We're also changing the way his Dash Attack and Forward Air function, as they were a bit over centralizing for how versatile they were.
  • Slipstream will no longer go on cooldown when Wrastor goes into light or medium hitstun.
    • This means it will take a stronger hit (or a grab) to get rid of it.
  • Weight: 75 > 71
    • This weight reduction emphasizes his greatest weakness in order to better offset his strengths.
  • Dash Attack grounded recovery: 20 > 22
  • Dash Attack aerial recovery: 10 > 12
    • This move was a bit too rewarding in both scenarios.
  • Dash Attack late hit split into 2 separate hitboxes; a mid hit and a late hit.
  • Dash Attack mid hit knockback: 5 + 0.5 @ 80 > 5 + 0.45 @ 72
  • Dash Attack late hit knockback: 5 + 0.5 @ 80 > 3.5 + 0.4 @ 80
  • Dash Attack late hit hitstun multiplier: 0.9 > 0.85
    • This reduces the reward Wrastor gets for hitting with late Dash Attack, since it would too often combo into his most powerful finisher (Up Special).
  • Neutral Air hit 1 innermost hitbox knockback angle: 32 > 65
    • This allows Wrastor to use the inner and outer hits in different scenarios with varying levels of reward based on his momentum. Generally, the inner hit will link better with no momentum, while the outer hit will link better with forward momentum.
  • Forward Air inner hit knockback: 5 + 0.65 @ 50 > 5 + 0.5 @ 45
    • This move had a little too much kill power for how large and quick it was to hit when deep offstage. Now it should lean more into its identity as a combo move. The angle was changed in combination with the following change to make the inner and outer hits more distinct.
  • Forward Air outer hit knockback: 4 + 0.6 @ 45 > 4 + 0.5 @ 60
  • Forward Air outer hit hitstun multiplier: 0.9 > 0.85
    • This makes the outer hit a true sourspot, forcing Wrastor to hit the inner hitbox in order to carry opponents offstage with repeated Forward Air chains.
  • Getup Special multihits knockback angle: 120 > 140
    • This lower angle should help prevent opponents from falling out before the final hit.

The bug is getting some bugs fixed.
  • Bug Fix: Fixed a bug that prevented Kragg from landing during the early falling frames of his Forward Special cancel.
  • Bug Fix: Parrying one of his rock shards will now count as parrying all of them.
    • Previously, all shards were reflected, but only the shard that was actually parried was considered to be parried. This change means Kragg will no longer get intangibility when parrying a different shard than the one the opponent parried.
  • Bug Fix: Pillar's hurtboxes are now slightly wider.
    • This allows projectiles to break it from the side consistently.

Fleet is getting a small change to prevent her Forward Tilt from whiffing at close range.
  • Forward Tilt innermost hitbox moved more inward.
    • This prevents it from whiffing against low opponents right next to her due to this move's forward lunge.

Maypul is getting a few knockback numbers shifted around to be weaker at low percent and stronger at high percent, with Forward Tilt also getting a new sourspot at close range. Her dash speed is also being increased, since it was heavily affected by last patch's dash acceleration changes.
  • Dash speed: 18.1 > 22
    • With the change to dash speeds in the last patch, Maypul's dash became noticeably slower, reducing the impact of what is supposed to be her greatest strength. With this change, she is now just slightly slower than before.
  • Forward Tilt knockback: 6 + 0.5 > 5.4 + 0.55
    • This reduces the knockback until around 100%, making it slightly worse at boxing opponents out at low percents.
  • Forward Tilt's innermost hitbox is now a sourspot with knockback: 4.5 + 0.45
    • This makes Forward Tilt require good spacing to get the best reward from it. This new sourspot is also less advantageous on shield.
  • Up Air multihits SSDI modifier: 0 > 0.5
    • Now that Tether Up Air is separate from normal Up Air, we're allowing opponents to use SSDI to increase the counterplay when Maypul is juggling with multiple Up Airs.
  • Down Strong knockback: 7 + 1.0 > 6.3 + 1.05
    • This reduces the knockback until around 115%, making it slightly worse at putting opponents far offstage at mid percents.
  • Up Special hit 2 sourspot hitstun multiplier: 1 > 0.85
    • This makes it less likely for Maypul to get a combo after clipping an edgeguarding opponent while recovering.

Clairen is getting a lot of her tipper hitboxes cleaned up, which should make her feel much less frustrating to fight. She's also getting some changes to help the consistency of her Neutral Air and Getup Special.
  • Jab middle sourspot hitbox radius increased and slightly moved forward.
    • This reduces the tipper range of this move.
  • Down Tilt middle and tipper hitboxes adjusted to not reach as far downward.
    • This change makes recovering against this move at ledge a bit more lenient.
  • Forward Strong hitboxes cleaned up.
    • This prevents some situations where a tipper would register at unexpected spacings, such as when the opponent was above and behind Clairen on the first active frame or directly in front of her at very specific spacings on the second active frame. This also reduces the downward range of Forward Strong at ledge.
  • Neutral Air multihit ASDI modifier: 1.0 > 0.5
    • This should make it less likely for opponents to fall out of the move when Clairen uses the correct aerial drift.
  • Both Forward Air hits backward tipper range reduced.
    • This reduces the frequency of reverse tippers for this move.
  • Back Air now has a new sourspot hitbox on the first active frame.
    • This prevents odd tippers where the opponent was directly below Clairen.
  • Up Air tipper raised upward on the last active frame.
    • This prevents the tipper from hitting opponents far below Clairen.
  • Up Throw startup: 16 > 20
    • Since her Forward and Back Throws already create a quick DI mixup, we're making Up Throw more reactable to reduce the opponent's mental load when grabbed by Clairen.
  • Up Special tipper knockback: 8 + 0.5 > 8 + 0.6
    • Small increase to the kill power of this move.
  • Getup Special speed boost and ground friction increased.
    • The overall movement distance is effectively unchanged, but Clairen will reach max distance much sooner, preventing some situations where the move would whiff when it looked like it should hit.
  • Getup Special's innermost sourspot now interpolates on the first frame.
    • This prevents the move from whiffing when used too close to the opponent, which would have been more common with the newly increased speed boost.
  • Bug Fix: Tipper stun vfx will now play with a shortened duration when a tipper is armored or crouch canceled.
    • Previously, the stun vfx wouldn't spawn at all, which made the moves feel weaker than intended.

Loxodont's Down Special is getting a few changes that make it behave like other similar moves. He is also getting a bug fixed on his Forward Special that made it able to drift further away from the stage than intended.
  • Loxodont will now lose all molten charge if Down Special is interrupted.
    • This adds commitment to using this extremely high reward move.
  • Bug fix: Down Special can no longer cancel into aerials if it gets parried.
    • Parrying usually prevents cancels, so this fix brings the move in line with other attacks.
  • Bug fix: Forward Special can no longer aerial drift while grabbing an opponent.
    • This drift allowed him to carry opponents farther offstage than intended when grabbing them at ledge.

Orcane's Neutral Air was a bit of a do-everything move, so we're making it a little more committal to throw out and building up some other options to help vary his gameplay. His rarely-seen Empowered Forward Special is also getting a change that should give it some potential for offstage use.
  • Neutral Air landing lag: 7 > 9
  • Neutral Air recovery: 13 > 16
    • This move was heavily overcentralizing to Orcane's kit, so we're toning it down a bit.
  • Back Air sweetspot knockback: 7.5 + 0.95 > 6.9 + 1.0
    • This move was often a little too powerful at low percents, especially because it has a built-in ambiguous mixup with the sourspot. This new knockback will be stronger starting around 100%, so it will still be extremely powerful at kill percents.
  • Empowered Down Strong damage: 11 > 14
    • Previously, the other puddle strong attacks increased the damage by 5%, while Down Strong only increased it by 2%.
  • Down Strong knockback: 7.5 + 1.05 > 7 + 1.05
    • Slight reduction to this extremely fast move's kill power.
  • Empowered Forward Special no longer goes into special fall on whiff.
    • This reduces the risk of using this move against offstage opponents.
  • Forward Throw knockback: 9 + 0.45 > 9 + 0.55
    • Slight power increase to this positioning throw.
  • Empowered Forward Throw knockback: 9 + 0.7 > 10 + 0.7
    • Slight increase to the reward for landing a grab on a puddle or successfully using Special Pummel.
  • Empowered Forward Throw damage: 10 > 12
    • This throw is basically another strong attack, so we want it to also increase the damage by 5%.

Forsburn's Down Air was huge, safe, and powerful, so we're toning it down to increase the counterplay against it and reduce the frequency of unexpected reverse hits. We're also increasing the cooldown when an opponent destroys his clone to reward them for overcoming his deception.
  • Forward Air knockback angle: 65 > 60
    • This helps opponents escape more frequently when DIing out.
  • Down Air front hit damage: 10 > 8
  • Down Air spike hit damage: 11 > 9
    • This decreases the advantage on shields.
  • Down Air spike knockback: 6 + 0.5 > 6 + 0.46
    • Very slight decrease to the spike's power at high percents.
  • Down Air innermost hitbox removed, next innermost hitbox shifted forward.
    • This reduces the chance of reverse hits on the early active frames.
  • Clone cooldown: 2 seconds > 3 seconds
    • This matches the Rivals 1 cooldown, giving more reward for destroying the clone and making it more of a limited resource during recovery. It also has a cooldown indicator on the HUD now.
  • Bug fix: Up Special no longer casts a shadow while traveling.

Etalus' Dash Attack is getting a significant speed boost, which should allow him to be much more aggressive with it, while also opening up new combo routes. He's also getting some shield damage buffs and a new ice armor interaction with Down Throw.
  • Max horizontal jump speed: 17 > 15.5
  • Max horizontal jump speed when Dash Attacking: 17 > 18
    • This makes jumping during Dash Attack better than just a normal jump from dash.
  • Neutral Special damage: 15 > 25
    • This damage felt too low for such a slow, heavy attack.
  • Neutral Special shield damage multiplier: 1 > 0.66
    • After the damage increase, it dealt 45 shield damage (50 is a full shield). This change brings it down to 30, which is actually an increase from the previous patch's 20.
  • The falling and landing hits of Down Special can now both hit a shielding opponent.
    • This greatly increases the shield damage inflicted by this move, since it previously would only hit shields with one of the two hitboxes.
  • Special Pummel will now freeze shields when shielded.
    • This makes it more dangerous to shield, incentivizing opponents to go for more punishable defensive options like roll or spotdodge.
  • Jab 2 recovery: 13 > 18
  • Jab 3 recovery 19 > 21
    • These jabs had relatively low endlag for how large they are.
  • Dash Attack speed boost: 26 > 30
    • This increases the effectiveness of Dash Attack as a burst movement option, especially on ice. This does not affect the speed he retains when jump-canceling it.
  • Dash Attack ground friction when not on ice: 0.43 > 0.7
    • This keeps the travel distance on his normal Dash Attack around the same as it was before.
  • Dash Attack's recovery window can now be jump-canceled during the first 10 frames.
    • This prevents situations where a late jump-cancel input would be ignored if the move's active frames just barely ended.
  • Forward Strong final hit knockback: 7 + 1.1 > 7 + 1.15
    • Slight boost the kill power of this attack, to compensate for the upward knockback angle and inconsistent linking.
  • Down Throw now has unique knockback when armored: 7.5 + 0.45 @ 65 > 8.5 + 0.75 @ 45
    • This gives the throw more utility in specific scenarios. Armor is lost upon use.
  • Etalus will now have normal friction when in the Knockdown Start and Parry Stun states.
    • This prevents him from sliding off too easily when missing a tech or getting parried.
  • Bug Fix: Grabbed players will no longer be frozen by Down Special's shockwave.
  • Bug Fix: Dash Attack no longer loses its momentum when reaching a ledge in the Jump Cancel Squat window.
    • This prevents Etalus from jumping straight up if you press jump just before reaching the ledge.
  • Bug Fix: Strong Attack ice shards can no longer all hit on the same frame.
    • This matches the Rivals 1 functionality and prevents them from dealing massive damage to point-blank targets.

That's it for today! Thank you for reading this far and please be sure to check out our Nolt Board, where community members can leave feedback about the game and help us continue to add helpful features!

Next Character Revealed - Olympia

Last weekend at Genesis X2 we revealed that Olympia will be the next playable character for Rivals II! See the first look here in her official reveal trailer:

[previewyoutube][/previewyoutube]
Olympia joins the roster in our second FREE character update later this Spring. The Amethyst Fist returns on April 2nd.

^The crowd seeing the reveal live at GX2.

Olympia is a traveling fighter from the secluded Crystal Oasis. Hidden from the world, Olympia and her people trained diligently to master their control over crystals and gemstones.

While she searches for clues on her personal mission, guided by ancient knowledge, she tackles each adversary and obstacle with legendary gemstone power. Her wanderlust has led her eastward where she became a student under Hodan, as shown in her reveal trailer above.

[h2]Olympia's Voice Actress[/h2]

Olympia has always had a warrior spirit tempered with focus and discipline. Now, her voice carries that same resolve. Please welcome Chloe Taylor as the voice of Olympia in Rivals 2!



Keep up to date with more looks at Olympia before her release by following us on your favorite social media channels here.





Patch 1.1.3 Notes: Post-Genesis Updates

Our mid-month patch for February promises to be a doozy. We have new game modes, a new skin bundle, new palettes per popular request, a healthy serving of balance adjustments, and more! Let’s dive into the new features first, then those of you hungry for data can get all the numbers in the following section.

[h2]Tailslide Wrastor[/h2]

The most radical version of Wrastor debuts today - check out his trailer below! This skin is a throwback to one of our favorites from Rivals 1.

[previewyoutube][/previewyoutube]

[h2]New 'Trials' Game Modes[/h2]

We've added some new trial training exercises, including making Target Test its own mode per popular request! You can replay these as many times you want, so be sure to hone your skills and maybe even aim for a high score.



Three trials have been added:
  • Target Test - Break the targets as quickly as you can. Now a standalone mode outside of the Arcade mode.
  • Edgeguard Training - Practice edgeguarding with rapidfire scenarios. Adjust the difficulty with CPU levels.
  • Eye Break - Defeat abyssal watcher eyes on the stage of your choice. You have 1 minute to break as many as you can!

[h2]White Tiger Skins[/h2]
New white versions of the tiger palettes are now available in the buck/coin shop by popular demand! This includes White Tiger Zetterburn, Clairen, and Etalus.

We’ve also added a White Genesis Orcane palette as an homage to a classic Rivals of Aether skin. You can pick up this palette if you own Genesis Orcane - which can be purchased to support the Genesis prize pool here.

[h2]Other Features[/h2]
  • 3D Skin Preview now added to the store.
    • Players can now fully view a skin before purchasing it!


  • Offline skin support - Skins that players own can now be selected when offline.
    • This feature has been in the pipeline for a while, and was not an easy task since the items are distributed via our servers. Now local players everywhere can enjoy their favorite skins at any time!
  • Abyss Medal Difficulty Adjusted - In Arcade Mode, obtaining Abyss Medal on Medium or Hard Difficulty grants you the Abyssal Palette.
    • Previously, this palette was only obtainable in Hard Difficulty. Players who already meet the new requirement will automatically obtain the palette after logging in!
  • New Wrastor Voice Lines & SFX
    • Wrastor was one of our earliest recorded characters, so we took the opportunity to go back and fill in the gaps on some lines he was missing. We also recorded custom audio featured in his new Tailslide skin.
  • Newly recorded voice lines for the successful parry action for the following characters - Etalus, Forsburn, Kragg, and Wrastor.

[h2]Balance and Gameplay Changes[/h2]
These changes have been in the works for a bit, however, we wanted to hold off on these until Genesis had passed to ensure competitors had ample time to prepare for the big stage.

In addition to containing balance changes to nine Rivals, Patch 1.1.3 notably reworks hurtbox locations, adds acceleration to run speed transition states, and changes the universal hitpause formula in our engine. Please leave feedback for this patch on our new 1.1.3 nolt board. Let’s dive right in to the good stuff:

  • New control option: Double Tap Dash.
    • Quickly press a direction twice to input a hard press in that direction.
  • All hurtbox locations are now shifted 2/3 of the way toward the gameplay plane instead of only halfway.
    • This compresses hurtbox collisions even more, reducing the frequency of z-axis whiffs significantly.
  • During dash, characters will now accelerate/decelerate to their run speed throughout the dash.
    • This smooths out the transition from dash to run. Characters with identical dash and run speeds are unaffected. Moonwalking is also unaffected.
  • Hitpause formula is now dependent on damage instead of knockback.
    • This change generally decreases hitpause for most moves, and makes upward/downward-sending attacks feel more intuitive on hit, since knockback-based hitpause made upward hits feel stronger and spikes feel weaker. Lower hitpause numbers make combos flow more smoothly and help increase the strength of DI mixups. The greatest impact of this change; however, will be in doubles, where high hitpause values can make 2v1 comebacks extremely difficult. Previously, hitting one of the opponents would have high enough hitpause to leave the attacker open to counterhits by the remaining player. Some hitpause multipliers have been adjusted to keep some moves feeling similar to the previous version.
  • Voice lines are no longer shared between all instances of a character.
    • This means Zetterburn A will no longer silence Zetterburn B when he starts talking.
  • You can no longer hitfall on shield if you hit an object earlier in the attack.
    • This was extremely rare, but led to situations where rising aerials on shield were safer than intended.
  • Joystick threshold for Up/Down Special: 0.5 > 0.425
    • This reduces the chance of getting accidental Forward Specials when trying to perform an angled Up/Down Special.
  • Bug fix: Killing your teammate in a Time match will no longer increase your score by 1.

Zetterburn’s strong attacks are getting a change to their consume hitboxes to help them connect better.
  • Grab now has a new low hitbox.
    • This prevents it from whiffing when a short character lands directly in front of him.
  • Sweetspot Forward Air damage: 9 > 11
    • This makes it slightly better on shield and better against low damage opponents.
  • All strong attack consume hitboxes now last 3 frames instead of 1.
    • This should prevent the consume hitboxes from whiffing when hitting with the later active frames of the strong attack.

Ranno’s options were a bit safer than we liked, particularly on Forward Air and Up Tilt. This patch has added some commitment to those options.
  • Grab now has a new low hitbox.
    • This prevents it from whiffing when a short character lands directly in front of him.
  • Up Special divekick no longer skips the landing recovery window when parried.
    • This made parrying it not very rewarding, since parry stun was barely longer than the landing recovery window.
  • Up Tilt recovery: 20 > 23
    • This attack was too rewarding on hit and too difficult to punish due to the backward movement, so we're adding a bit of recovery.
  • Forward Air recovery: 22 > 24
    • We wanted to add recovery to this move since it is pretty large, fast, and strong. The extra recovery should make using it multiple times in a row less reliable for edgeguarding.
  • Bug fix: Jump canceling Forward Special after the Tongue Sling Recovery window's IASA frame while grounded will now give a grounded jump instead of a double jump.

Wrastor is getting a rework to his Slipstream to function more like it did in Rivals of Aether. This should encourage more aggressive play and allow more stage positions for Slipstream, since it can now activate on whiff.
  • Grab now has a new low hitbox.
    • This prevents it from whiffing when a short character lands directly in front of him.
  • Slipstream projectile is now hittable again.
  • Slipstream activates automatically instead of needing to hit an opponent.
  • Slipstream is now destroyed when Wrastor is put into knockback or grabbed.
    • The on-hit-only version of slipstream worked nicely in some ways, but overall promoted a more campy playstyle for Wrastor. Even though the opponent had ways to stop Wrastor from getting the speed boost, it often led to Wrastor just avoiding interaction until he successfully landed a hit with it. Now, Wrastor has more incentive to approach, since he immediately gets the benefit from throwing it out, while the opponent still has ways to deny the slipstream if they intercept either the projectile or Wrastor himself.

We have a few changes to Kragg’s Pillar and early Down Special hits that should make them feel better under specific circumstances.
  • Down Special hits 1 and 2 ASDI multiplier: 0 > 1
    • This move was supposed to be floorhuggable, but the previous ASDI multiplier prevented that.
  • Pillar will no longer put opponents into the Pillar Fall state if it breaks while rising.
    • This could happen if an opponent was hit by pillar and then the pillar was broken due to someone holding ledge while overlapping it.
  • Bug fix: Parry stun will no longer be halved when holding a rock.

We’ve changed Fleet’s Up Strong to allow the falling arrow to fall through platforms, similar to her Ledge Special. We’ve also changed a few damage values to be different based on travel distance.
  • Dash speed: 15 > 17
    • This change offsets the dash acceleration change, leaving her dash almost completely unchanged.
  • Forward Special wind arrow late hit damage: 5 > 3
    • Previously, it did the same damage as the early hit, which didn't seem right.
  • Forward Strong mid hit damage: 5 > 8
    • Previously, it did the same damage as the late hit, which didn't seem right.
  • Up Strong's fully charged arrow will now fall through platforms.
  • Down Strong sweetspot damage: 10 > 12
    • The damage felt a little low for how strong the move is.

Maypul received changes to her wrap duration and to her tether > Up Air mechanic. Now her Up Air following a tether should behave like a true 50/50 instead of being always escapable based on her input timing. We also removed Maypuls ability to delay her Up Air on a tight timing to guarantee opponents could not escape after a tether.
  • Fully charged strong attacks will now multiply the wrap duration by x1.5 instead of adding 60 frames.
    • This reduces the reward Maypul gets for charging the strong attacks, making it closer to the original Rivals of Aether version, which had a x1.25 multiplier for a fully charged strong.
  • Up Air's multihits now have unique knockback when performed after a tether: 3.3 + 0 @ 130 > 5 + 0 @ 150
    • This means DIing straight up will raise the character higher up than before relative to no DI or DI down+away. This helps to reinstate the tether Neutral/Up Air mixup, where you must hold your joystick up to escape the final hit of Up Air or hold your joystick down+away to DI Neutral Air outward.
  • Up Air will now get a vertical velocity boost when performed after a tether.
    • The strength of this boost is custom for each character to ensure that the tether Up Air mixup works on them. This helps to prevent opponents from escaping tether Up Air confirms using only ASDI, regardless of their gravity.
  • Opponents will now stall for as long as Maypul does when she tethers to them.
    • This prevents her from getting a guaranteed inescapable Up Air by delaying the input while the opponent falls. They will now start falling as soon as Maypul does, whether that's from canceling into an attack or from reaching the IASA frame.
  • Tethering to an opponent in hitstun will now put Up Special on a 30 frame cooldown
    • With the changes to tether mechanics, tether Up Special became a guaranteed followup. This prevents it unless the opponent has enough hitstun remaining to outlast the cooldown and the Up Special's startup, which should be fairly rare.
  • Seeds will now be ignored by enemy Lilies.
    • Previously, the enemy Lily would spit the seed upward, potentially marking you with your own seed.
  • Opponents will now lose chaingrab protection when they get wrapped.
  • Bug fix: Seeds can now collide with enemy Maypul seeds.
  • Bug fix: Wrapped enemies can now buffer aerial attacks if they were wrapped while aerial.
    • This also prevents Wrastor from buffering a dash attack when aerial wrap ends.

We’ve reworked Clairen’s tipper mechanic a bit to keep opponents from taking multiple stuns in quick succession (or not at all on a successful crouch cancel). We have also reduced the strength of her sour Up Air to make repeated juggles a bit more difficult to pull off when missing the tipper.
  • Grab's backmost hitbox is now larger and has been moved down.
    • This prevents it from whiffing when a short character lands directly in front of her.
  • Tipper stuck lockout duration: 20 > 30
    • This reduces the amount of stuns in her average tipper combos, but also gives the opponent less time to DI correctly, so it can both help and hinder each player.
  • Crouch canceling a tipper that doesn't send into tumble will now cancel the tipper stun.
    • This makes crouch canceling a valid option against Clairen's tippers instead of always losing to them.
  • Neutral Air multihit tipper stun duration: 17 > 15
    • This was a side effect of the hitpause formula change.
  • Up Air sourspot hitstun multiplier: 1 > 0.9
    • This move linked into itself too easily when used repeatedly, allowing Clairen too many opportunities to set up for the tipper.
  • Down Throw tipper stun duration: 28 > 30
    • This was a side effect of the hitpause formula change.

We’ve changed how Loxodont’s hurtboxes appear to alleviate some of the strange visual interactions that would keep him safe despite appearing to be struck. We have also slightly reworked Lava Pools to be more forgiving on his Down Throw and easier for opponents to extinguish while Loxodont is in disadvantage.
  • Grab's backmost hitbox is now larger and has been moved down.
    • This prevents it from whiffing when a short character lands directly in front of him.
  • Leg and torso hurtboxes expanded slightly.
    • Ever since his hurtboxes were shrunk in a previous patch, it has caused situations where hitboxes would whiff when it clearly looked like they should hit. This problem was exacerbated by his width, often leaving his legs far enough in the foreground/background that moves would whiff due to the thinness of the hurtboxes and distance between the legs. These changes are fairly minor, but should alleviate some of the frustrations of whiffing against this seemingly large target.
  • Jab 1 recovery: 16 > 19
    • This move was a little too safe for its size and reward.
  • Down Throwing an opponent onto an inactive lava pool will now give Loxodont a molten charge before destroying it.
    • Previously, the lava pool would get extinguished without giving him a molten charge if he threw the opponent too early.
  • Lava pools can now be extinguished by opponents during the 60 frame window before they become active.
    • Loxodont can still prevent them from being extinguished by also standing on the lava pool. This gives opponents more counterplay to Loxodont setting up his molten charge without needing to stay near the lava pools after knocking Loxodont away from them.
  • Loxodont will now extinguish lava pools if he is in hitstun or knockdown when touching them.
    • This prevents Loxodont from gaining molten charge if an opponent knocks him into a lava pool.

We’ve increased the time Forsburn is in the air when performing a shorthop in order to make the action a bit more committal, and have decreased the damage on one of his favorite moves due to its high versatility.
  • Shorthop speed: 17 > 18.6
    • This increases the time it takes for Forsburn to reach the ground after shorthopping, adding a bit more commitment to the action.
  • Down Tilt sweetspot damage: 9 > 8
  • Down Tilt sourspot damage: 7 > 6
    • The move is highly versatile, so we wanted to reduce the damage reward associated with it.

We’ve made it easier for Etalus to collect armor without accidentally sliding too far during his hammer wind up. We have also made tweaks to Forward Strong and his getup/ledge options to feel more natural.
  • Grab's backmost hitbox is now larger and has been moved down.
    • This prevents it from whiffing when a short character lands directly in front of him.
  • Etalus will now have his normal friction when in the Hitstun Land state.
    • This allows him to floorhug when on ice without being pushed too far from the opponent.
  • Forward Strong hit 1 back hitbox knockback: 9 + 0 @ 25 > 8 + 0 @ 32
    • This should help it link into the final hit more reliably at specific spacings.
  • Strong Attack ice shards now deal no shield damage.
    • At certain spacings, all 8 ice shards would hit the shield at once, dealing a ton of shield damage.
  • Neutral Special ground friction: 0.43 > 0.86
    • This helps prevent him from sliding too far to get ice armor when performing a running Neutral Special near the edge of a patch of ice.
  • Up Throw release offset moved slightly forward.
    • This prevents it from turning the opponent around.
  • Getup Special knockback: 9 + 0.25 > 9 + 0.6
    • This move lacks the startup intangibility of most getup options, so we're increasing its knockback to make it more worth using, especially when charged.
  • Ledge Attack intangibility frames: 11 > 21
    • The intangibility previously ended after the first active window, which was extremely early due to the move's low startup. Now it ends after the second active window, so it can be used in similar situations to other characters' ledge attacks.
  • Bug fix: Forward Throw's knockback now ignores weight like all other throws