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Rivals of Aether II News

Patch 1.3.4 Notes & Pirate's Tide Event LIVE

[h2]Pirate’s Tide Event[/h2][p]Argh mateys, it’s time to roll out the canons and fire off our new event! The September Pirate’s Tide Event has Pirate Clairen, Pirate Absa, and Pirate Wrastor as featured skins with some wanted poster icons to match. The new cosmetics are paired with 25,000 Aether Coins and 250 Aether Bucks.[/p][p][/p][previewyoutube][/previewyoutube][p]Our free track for August contains the Pirate Wrastor emote, the piratesplosion death effect, pirate platform, Pirate Wrastor icon, and the Otter Maypul skin. Players equipping any event skins above, and the Pirate Maypul skin will receive 20% Bonus XP on the event track. There is also a new palette for Pirate Maypul in the in-game shop![/p][p][/p][p][/p][h2]Next R2CS Events: Riptide & Ultimate Fighting Arena[/h2][p]After an incredibly packed August, we’re kicking off the second half of the R2CS! For North America we have Riptide 2025 and an Online event coming your way, while Europe has Ultimate Fighting Arena 2025 and an Online event of their own!
[/p][p]Last month, we revealed the Riptide Pool Party Ranno palette, which is still available in the shop to rep the event! Pick up the classic palette and rep Riptide to show your support.
[/p][p]Coming up on the European circuit is the massive Ultimate Fighting Arena 2025 event. We’ve worked with the organizers to create the UFA Slam Dunk Ranno palette bundle for players to rep the event, stay tuned later this week for the bundle![/p][p][/p][p]If you buy either of these bundles but already own the base skins, you’ll receive an Aether Bucks refund to make it even just like with our other bundles. Keep an eye out for more circuit palettes in the future as the second half of the R2CS is just beginning! These palettes are FREE for all players attending the respective events. [/p][p][/p][p]You can check out upcoming & past events and the region leaderboards on our official league page.[/p][h2]New Shop Items[/h2]
  • [p]CoolBlue Olympia Palette[/p]
  • [p]Pink Leopard Shark Orcane Palette[/p]
[p][/p]
  • [p]Mint Bee Kragg Palette[/p]
  • [p]Purple Spangled Wrastor Palette[/p]
[p][/p]
  • [p]Black Pirate Maypul Palette[/p]
[p][/p]
  • [p]Kingoing Coin Flip Emote[/p]
[p][/p]
  • [p]Temple Fleet Icon[/p]
  • [p]Temple Clairen Icon[/p]
  • [p]Temple Forsburn Icon[/p]
  • [p]Temple Loxodont Icon[/p]
  • [p]Temple Maypul Icon[/p]
  • [p]Temple Orcane Icon[/p]
  • [p]Temple Wrastor Icon[/p]
  • [p]Temple Zetterburn Icon[/p]
  • [p]Temple Ranno Icon[/p]
  • [p]Temple Kragg Icon[/p]
[p][/p][p][/p][h2]Ranked Shop Update[/h2][p]Champion Clairen has been added to the Ranked Shop! This includes a skin, two emotes, and two icons for the Flame’s Salvation.[/p][p][/p][p][/p][h2]Listen-servers for Lobby mode are here![/h2][p]Today’s patch introduces a top-requested feature from players. We’ve added listen-server options to allow players to host matches in a public or private lobby directly off of their machine instead of through servers.[/p]
  • [p]Players can toggle the listen-server option from the same menu as the region override option.[/p]
[p][/p][p][/p][h2]BALANCE[/h2][p][/p]
  • [p]Bug fix: Parrying after powershielding will no longer restore your momentum from when you started shielding.[/p]
  • [p]Bug fix: Fixed a bug that could cause the game to freeze if an article was spawned between two pieces of solid ground (e.g. the stage and Kragg's pillar).[/p]
  • [p]Canceling a waveland into a dash will now multiply your horizontal speed by 0.2 before applying your dash speed.[/p]
    • [p]This increases the speed of dashing after wavedashing in the other direction, as it felt a little too slow after the dash changes in 1.3.3[/p]
  • [p]Bug fix: The critical hit knockback threshold will now be adjusted for downward-sending moves the same way that it is for omnidirectional moves like Zetterburn Neutral Special and Up Special.[/p]
    • [p]This means that spikes will be able to activate the critical hit effect at more reasonable percents.[/p]
  • [p]Added a vfx for untechable knockdowns.[/p]
[p][/p][p][/p]
  • [p]Up Special will no longer start spinning when holding the right stick in a direction[/p]
    • [p]This allows Ranno to ASDI with the right stick without canceling Up Special into the spin.[/p]
[p][/p][p][/p]
  • [p]Enemies will no longer be pushed out of Wrastor's ECB during Up Special's startup window.[/p]
    • [p]This prevents Wrastor from pushing enemies away from the sweetspot of the attack, which would occasionally cause it to whiff even if he was right next to them.[/p]
  • [p]Bug fix: Dash Attack will no longer cancel parry stun when transitioning from ground to air.[/p]
[p][/p][p][/p]
  • [p]Pillar will no longer be broken by Clairen's plasma field's lingering hitbox.[/p]
[p][/p][p][/p]
  • [p]Dash Attack hits 1 and 2 are no longer untechable.[/p]
    • [p]This was a leftover from when they were weaker than the final hit. Now that they have the same knockback, that is no longer necessary.[/p]
[p][/p][p][/p]
  • [p]Down Tilt tipper radius: 36cm > 25cm, hitbox moved forward 11cm.[/p]
  • [p]Down Tilt outer sourspot radius: 45cm > 35cm, hitbox moved forward 10cm and upward 5cm.[/p]
    • [p]This preserves the forward range of the move while shrinking the vertical range, both upward and downward. This makes it less effective at poking recoveries unless they miss their sweetspot.[/p]
[p][/p]
  • [p]Back Air's swipe adjusted to better match the hitboxes.[/p]
  • [p]Ledge Attack active frames: 7 > 6[/p]
    • [p]We're removing the final active frame to make it not hit as low behind Clairen.[/p]
[p][/p][p][/p]
  • [p]Forsburn's overhead HUD will now be disabled if he is touching smoke at all.[/p]
    • [p]This prevents it from giving his location away when traveling through a patchy cluster of smoke clouds. This also makes the overhead HUD visibility correspond with his ability to inhale smoke with Down Special, giving players an immediate way to tell if they're close enough to the smoke.[/p]
  • [p]Smoke cloud hurtboxes radii: 120cm > 80cm.[/p]
    • [p]The enormous size of the hurtboxes made clearing smoke more forgiving than we would like.[/p]
[p][/p]
  • [p]Clone will now disappear 13 frames faster after detonating.[/p]
  • [p]Clone detonation will now put Down Special on a 2 frame cooldown.[/p]
    • [p]This allows Forsburn to inhale smoke with Down Special immediately after the clone detonates instead of being arbitrarily locked out for a short duration.[/p]
  • [p]Destroying your own clone by starting a Ledge Special or Getup Special will no longer put Forward Special on cooldown.[/p]
  • [p]Bug fix: Up Special will now land instantly when teleporting into smoke with ground underneath it.[/p]
[p][/p][p][/p]
  • [p]Max horizontal jump speed during Run Turn: 16 > 19.8[/p]
    • [p]This reverts his hydroplane jump speed to its pre-1.3.3 value, since getting a boost from Run Turn is his unique mechanic.[/p]
  • [p]Forward Special is now visible during travel.[/p]
    • [p]Making it hittable but not visible was confusing, so we're making Orcane morph into a water ball instead of disappearing. Because the movement is extremely quick, Orcane's movement mixups are still unreactable even though it is now visible.[/p]
  • [p]Bug fix: Fixed a bug that prevented Orcane from fastfalling during Forward Special's Special Fall window after the animation had looped.[/p]
[p][/p][p][/p]
  • [p]Up Special's maximum charge time can no longer decay lower than 25 frames.[/p]
    • [p]This means that he will always be able to at least halfway charge his Up Special.[/p]
  • [p]Bug fix: Forward Strong will no longer lose ice armor when canceling into Up/Down Strong on the first 2 frames.[/p]
  • [p]Up Strong hit 1 is no longer untechable.[/p]
    • [p]This was ported directly from Rivals 1, but ended up causing some overly-advantageous situations even when the correct counterplay was applied, such as when the opponent DIs to avoid hit 2 but then ends up landing on a platform.[/p]
[p][/p][p][/p]
  • [p]Forward Special's cloud will now be destroyed if Absa gets hit before its active frames.[/p]
    • [p]This prevents it from hitting opponents after they interrupted Absa's Forward Special.[/p]
  • [p]If Up Special part 1 is grounded on the frame that it would normally go into the Special Fall window, it will now go into a 9 frame grounded recovery window unless it hits an opponent.[/p]
    • [p]This makes it function similarly to Up Special part 2. Previously, Absa could avoid almost all of the landing lag of the move if she ended it a short distance above the ground, which was unintuitive/difficult to punish. The move still functions the same on hit, but will be more punishable on whiff when ending on/near the ground.[/p]
  • [p]Up Special part 1 will no longer count as grounded if it travels upward and ends right above the ground.[/p]
    • [p]This removes a situation where Absa could avoid going into Special Fall after using part 1 to go upward right above the ledge, then going into the air with part 2.[/p]
  • [p]Special Pummel's Static Electricity will now be removed from all opponents when Absa is KOd.[/p]
  • [p]Forward Tilt part 1 backward range reduced by 20cm.[/p]
    • [p]This makes it less likely to hit opponents behind her.[/p]
[p][/p]
  • [p]Forward Tilt part 2 can now clash with other Absa Forward Tilts.[/p]
  • [p]Forward Strong inner multihit now reaches farther both upward and downward[/p]
    • [p]This should make it link into the final hit more reliably when clipping opponents with the inner corners of the move.[/p]
[p][/p]
  • [p]Up Strong hits 1 and 2 now reach 40cm higher.[/p]
    • [p]This makes them able to reach low platforms, increasing the move's usefulness in tech chasing below platforms.[/p]
[p][/p]
  • [p]Getup Attack will now lose its intangibility halfway through the active frames instead of being intangible for all of them.[/p]
    • [p]Her Getup Attack has extremely long active frames and a relatively short recovery window, so we're reducing the intangibility to be more in line with other characters' Getup Attacks.[/p]

Rivals 2 Championship Series Fall/Winter Split Announcement

[p]The first half of the Rivals II Championship Series has been a wild ride so far - featuring record breaking events and players coming together from across the FGC to make their mark. With our Summer Split wrapping up with Riptide 2025 in North America, and Ultimate Fighting Arena 2025 in Europe both in just a couple weeks - it’s time to reveal what’s next. [/p][p]
[/p][h2]New Upcoming Events[/h2][p]The race is ON for both regions as our second half of the season and finale approach over the next several months. We are SO excited to see what the rest of the year brings, so let’s dive into what we have in store.[/p][p][/p][h3]North America:[/h3][p]Players are jockeying for position with each event shaking up the leaderboard. There’s a lot here so feel free to check out our R2CS landing page here to find registration info and results for all of these R2CS events as registration goes live. The table below includes a preview of our upcoming online events (reg to be posted soon), along with offline events you can register for now:[/p][p][/p]
[p]Event[/p]
[p]Date[/p]
[p]Region[/p]
[p]September Saturday Online[/p]
[p]September (Date TBA)[/p]
[p]Online[/p]
[p]October Online[/p]
[p]October (Date TBA)[/p]
[p]Online[/p]
[p]October 17-19, 2025[/p]
[p]Portland, OR[/p]
[p]November 8-9, 2025[/p]
[p]Seattle, WA[/p]
[p]Heat Wave 8 (Registration TBA)[/p]
[p]November, 14-16, 2025[/p]
[p]Phoenix, AZ[/p]
[p]November Saturday Online[/p]
[p]November (Date TBA)[/p]
[p]Online[/p]
[p]December Online[/p]
[p]December (Date TBA)[/p]
[p]Online[/p]
[p]Event TBA[/p]
[p]January 2026[/p]
[p]TBA[/p]
[p]Genesis X3 (R2CS Finals)[/p]
[p]February 13-15[/p]
[p]San Jose, CA[/p]
[p][/p][h3]Europe:[/h3][p]Check out the new events joining the EU R2CS, and check out our R2CS landing page here to find registration info and results for all of these brackets as registration goes live. The table below includes a preview of our upcoming online events (reg to be posted soon), along with offline events you can register for now:[/p][p][/p]
[p]Event[/p]
[p]Date[/p]
[p]Region[/p]
[p]September Online R2CS (Registration TBA)[/p]
[p]September 20, 2025[/p]
[p]Online[/p]
[p]Arrival 3[/p]
[p]October 25, 2025[/p]
[p]London, UK[/p]
[p]October 31-November 2, 2025[/p]
[p]Purmerend, Netherlands[/p]
[p]November Online R2CS (Registration TBA)[/p]
[p]Date TBA[/p]
[p]Online[/p]
[p][/p][h2]Power Rankings Guidelines[/h2][p]The original Rivals of Aether had a robust power rankings system with an 8 year track record, and we've been getting many questions about how power rankings will work in Rivals 2. Since we loved highlighting the players and their achievements this way, the R2CS power ranking structure will look familiar to previous circuit years.

After our Finals event, rankings for the North American region will be determined via a hand selected panel that will painstakingly comb through data accrued throughout the season. Our ranking system is typically in a Top 50 format for North America, but this could expand depending on total players over the course of this inaugural season.[/p][p][/p][p]In past seasons from our previous title, community events have been considered for rankings. Considering we are in our first season, we wanted to keep things simple for the R2CS rollout, so up until now, only official circuit events have contributed to rankings. Since we’ve found our footing and knowing that there are some fantastic events out there, we are opening up the rankings to more events. These events will not be official R2CS events, so they will not receive Pot Bonuses, custom palettes, etc, but they will be recognized for their individual strengths in their own tier below the weight of official circuit events.[/p][p][/p][p]We’re excited to announce that the first non-circuit event counting for end of season rankings will be Hitfall 4! This event series has shown strong commitment to the Rivals community over the years and consistently brings out some of the best talent for both Rivals of Aether titles.[/p][p][/p][p]We don’t have any more events to include on this list YET, but we’re interested in what the community is backing. If you think your event is a good fit for the end of season power rankings, please reach out! We will be accepting events on a case by case basis, considering elements such as lead-up time, size of event, out of region talent attending, and more.[/p][p][/p][p]Now, with this and our circuit considerations in mind, players in North America will be expected to enter a minimum number of events to be considered for power rankings in order to determine accurate data.[/p][p]The NA R2CS power ranking requirements and event weight are as follows:[/p]
  • [p]A minimum of three (3) total Official R2CS events, with two (2) of them consisting of LAN tournaments.[/p]
  • [p]The R2CS Finals and EVO 2025 will carry the highest weight.[/p]
  • [p]Other LAN events will be considered in the next group, with potential order within this tier being determined based on entrant count and overall strength.[/p]
  • [p]Online events will be considered with the lowest weight overall, with entrant count and strength potentially ordering them within this tier.[/p][p][/p]
[p]The EU community has historically determined their own requirements and ranking system, so stay tuned for more information on this region's ranking. Until then, we recommend EU players attend what they can in order to cultivate an exciting first season![/p][p]North American and European events can all be found on the R2CS landing page here, so be sure to sign up and let's finish out an amazing year![/p]

La Reina in the Making

[p]Some keen eyed players caught this shot in our Mecha Event trailer earlier this month and asked, "Did they really model a random chair for the meme?" [/p][p][/p][p]While, "they would", was a completely accurate answer.... that wasn't the case this time. If you were someone who guessed this was actually a sneak peak of La Reina's chair - you nailed it! Development for La Reina has been going on behind the scenes for some time now. But who is La Reina? Let's Recap.[/p][p][/p][p] [/p][h2]A Rival with a Unique Background[/h2][p][/p][p]It's been over 2 years since we launched our Workshop Character Contest. Throughout the second half of 2023, tons of amazing creators submitted over 80 high quality characters to the Rivals 1 workshop - with the winning character chosen to eventually join Rivals 2. La Reina, a magnetic grappler by Onyx and Sa-V, was that winning entry. Check out footage of her and other entrants below for a taste of some of the competition:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Since La Reina is in the unique position of being the ONLY character that's actually been revealed before her reveal trailer, we thought we'd do something a little different as we lead up to her future release.[/p][p][/p][h2]Enter: La Reina in the Making[/h2][p][/p][p]Since the cat (ant?) is out of the bag with La Reina, we plan to take players along on a behind-the-scenes look at what goes into creating a character, with her in the spotlight. Stay tuned for with us as we start a series covering:[/p]
  • [p]Sound Design and Voice Acting[/p]
  • [p]Gameplay Design[/p]
  • [p]3D Character Design[/p]
  • [p]Character Animation[/p]
  • [p]Narrative[/p]
  • [p]and more![/p]
[p]Our first behind the scenes stream will feature Mend from our audio partner Moonsailor to chat about Sound Design, Voice Acting, and other audio related goodness. Make sure to tune in this Thursday live, but don't worry, we'll save the VoD as well if you can't make it. [/p][p][/p][p][/p][p]Don't forget, this is an early look at La Reina, and we're not ready to reveal when her release date is just yet![/p][p][/p]

Hotfix Patch 1.3.3.1

[p][/p]
  • [p]Bug fix: Critical Hit Effect selections will now work properly in infinite-stock matches and Training mode.[/p]
  • [p]Bug fix: Fixed a bug that allowed certain moves that cannot normally fastfall to do so when holding down after dropping through a platform (i.e. Olympia Down Special).[/p]
[p][/p]
  • [p]Bug fix: Fixed a visual bug with Mecha Wrastor's swipes.[/p]
[p][/p]
  • [p]Tethering to an opponent will now put Down Special on a 30 frame cooldown.[/p]
    • [p]This prevents Down Special tether loops, which were unintentionally enabled by Down Special's newly increased knockback.[/p]
[p][/p]
  • [p]Bug fix: Fixed a bug that caused empowered Forward Special to transition back into normal Forward Special after the movement window.[/p]
[p][/p]
  • [p]Bug fix: Fixed a visual bug with Black Mecha Etalus' ice colors.[/p]
[p][/p]
  • [p]Bug fix: Canceling Forward Special into Gem Dash will now reset Forward Special's cooldown.[/p]
[p][/p]
  • [p]Bug fix: Fixed a bug that caused her cloud kick hitboxes to be centered on her foot instead of the cloud.[/p]

Patch 1.3.3 and August Mid-Month Update

[h2]Mecha Absa Mid-Month Skin[/h2][p][/p][previewyoutube][/previewyoutube][p]Absa is powered up and ready to roll in our latest bundle that includes the Mecha Absa skin, emote, icon, and a brand new cosmetic category - CRITICAL HIT! The bundle also includes 25,000 coins and 250 Aether bucks.[/p][p][/p][p]The Critical Hit effect is the first of its kind and can be set to replace the standard purple kill screen.[/p][p][/p][p][/p][h2]NA R2CS Event Bundle: Riptide[/h2][p][/p][p][/p][p]Fans of Rivals of Aether may recognize this palette with his flowery pants and killer tan. We’re excited to share the Riptide Pool Party Ranno palette! This is the first esport palette to break the mold of the R2CS Season 1 sports theme - even athletes need a vacation, right? Pick up the new palette and rep Riptide to show your support. If you buy the bundle but already own the base skin, you’ll receive an Aether Bucks refund to make it even, just like with our other bundles. Keep an eye out for more circuit palettes in the future as we prepare to announce the second half of the R2CS! This palette is FREE for all players attending Riptide. [/p][p]You can check out upcoming & past events and the region leaderboards on our official league page.[/p][p][/p][h2]New Shop Items[/h2]
  • [p]Purple Mecha Kragg Palette[/p]
  • [p]Black Mecha Etalus Palette[/p]
[p][/p]
  • [p]Yellow Mecha Clairen Palette[/p]
  • [p]Midnight Mecha Wrastor Palette[/p]
[p][/p]
  • [p]Earlybird Wrastor Icon[/p]
  • [p]Driftmunk Facepalm Emote[/p]
  • [p]Avatar Fleet Icon[/p]
  • [p]Avatar Lennington Icon[/p]
  • [p]Push Pin Absa Icon[/p]
[p][/p][p][/p][h2]Balance[/h2][p]Important note for Collision 2025 attendees: Collision will be run on the previous patch, meaning these balance changes will NOT be active at the event. Players wishing to practice on the previous patch may do so by right clicking the game in Steam > properties > Betas > Click the dropdown > previous_version.[/p][p][/p][p][/p]
  • [p]Overhead HUD will now be centered on the character's origin instead of following their model.[/p]
    • [p]This allows you to more easily tell when an attack will reverse hit, since you can just look at the difference between your opponent's overhead HUD location and your own.[/p]
  • [p]Jump speed horizontal max joystick influence multiplier: x0.5 > x0.25[/p]
    • [p]This reduces the amount of speed you can lose by holding backward during a dash jump, making it harder to do retreating aerials after running toward the opponent. It also slightly decreases the maximum horizontal speed you can get when doing a stationary jump, like jumping out of shield. It does not affect the momentum of a forward jump while dashing/running.[/p]
  • [p]Pivoting during dash will now retain 20% of your momentum[/p]
  • [p]Dashing will no longer clear your horizontal speed before applying your dash speed[/p]
    • [p]This makes dash speed retain some of your previous momentum. Combined with the pivot momentum change, this makes dash dancing take a bit longer to accelerate in the other direction. Your dash cannot be slowed down by more than 50%, regardless of your previous momentum. This also means your dash can no longer slow you down, which could happen previously if you were moving faster than your dash speed before dashing (e.g. Etalus wavedashing before dashing on ice)[/p]
  • [p]Bug Fix: Fixed a bug where inputting an invalid attack would prevent certain other attacks[/p]
    • [p]For example, if you pressed Strong + Grab while releasing your shield, the grab would be locked out as long as the Strong input was still in the buffer, even though you can normally grab during that state.[/p]
  • [p]Grounded spikes (like aerial spikes) will now also receive a tumble threshold adjustment with a minimum multiplier of x0.875.[/p]
    • [p]This means that grounded spikes will start sending into tumble a bit earlier, meaning spikes won't flinch opponents for as long. The reason the minimum grounded spike tumble threshold multiplier is higher than the aerial spike version (x0.75) is because grounded spikes directly change the knockback scaling of a move, not the final knockback velocity, so using the same multiplier would make grounded spikes send into tumble much earlier than aerial spikes.[/p]
  • [p]Ledge canceling an attack will now always cancel parry stun, regardless of whether they entered parry stun yet or not[/p]
    • [p]Previously, they would get stunned as soon as they ledge canceled the parried attack. This is how it worked in Rivals 1 and makes situations like this feel more consistent overall.[/p]
  • [p]A 10 frame ledge grab lockout timer is now applied when non-tumble hitstun states end.[/p]
    • [p]This helps prevent the ledge from getting stolen when hitting the opponent with a weak recovery move, like Wrastor or Absa's Up Special.[/p]
  • [p]Floorhugging now requires your left joystick's Y value to be below horizontal.[/p]
    • [p]This makes floorhugging more committal, since you can't just hold the right stick downward while still being able to get good DI anymore, which was a problem with specific control schemes that were able to hold the right stick down while doing other actions too easily.[/p]
  • [p]Bug fix: Air friction will no longer be applied when air dodging[/p]
    • [p]This caused air dodges to gain less horizontal distance than intended.[/p]
  • [p]Characters that get their shield broken will now be fully inactionable until they hit the ground.[/p]
    • [p]This increases the reward for successfully breaking a shield. If there is no ground below them, they will plummet all the way to the blastzone.[/p]
  • [p]Bug fix: Jump inputs will now be cleared when fullhopping/shorthopping[/p]
    • [p]This fixes a bug that allowed players to buffer a frame-perfect double jump when pressing three different jump buttons during jump squat.[/p]
  • [p]Articles that spawn in the ground will now prioritize escaping the ground backward instead of upward if they have horizontal velocity.[/p]
    • [p]This prevents certain projectiles from teleporting upward when spawned below the ledge.[/p]
  • [p]The side blastzones will now expand by 1m for characters who are not in hitstun, just like the bottom blastzone.[/p]
    • [p]This makes moves that carry the opponent into the blastzone consistently KO the opponent before the attacker. It also has the side effect of preventing situations where you buffer a special move out of hitstun and the residual horizontal knockback velocity carries you into the blastzone when a double jump toward stage would've saved you by counteracting the knockback velocity.[/p]
  • [p]Taunts can now be canceled into the Teeter state.[/p]
[p][/p]
  • [p]Forward Special air friction: 0.36 > 0.15[/p]
    • [p]This lets Wrastor use this move in the air without losing quite as much speed.[/p]
  • [p]Ledge Attack will now lose its intangibility after the first active window instead of the second active window.[/p]
    • [p]This better offsets the strengths of this ledge attack and makes it consistent with other 2-hit ledge attacks, like Orcane's.[/p]
[p][/p]
  • [p]Pillar's rising hitboxes lowered 30cm[/p]
    • [p]This makes it a little less risky for opponents to punish pillar from above, as it would frequently clip their feet from far below.[/p]
[p][/p]
  • [p]Bug fix: Hitting pillar with an article that is attached to a player (i.e. Clairen Neutral Special) will now restore their walljump the same way that hitting it with a physical hit does.[/p]
[p][/p][p]As the fastest character in the game, Maypul excels at both offense and defense. This patch aims to tone down some of her outstanding strengths, such as her ability to wall out with Forward Tilt, her ease of keeping opponents marked, and her uncharacteristically strong recovery. Even after these changes, we expect she will still sit high up on tier lists, as the versatility of her core design makes her power level quite resilient. We're also giving Terry a few changes to make him a bit more useful in her kit.[/p]
  • [p]Forearms hurtboxes expanded slightly to cover her hands more.[/p]
    • [p]This makes some of her leaf blade attacks a little bit less disjointed.[/p]
  • [p]Air acceleration: 0.8 > 0.7[/p]
    • [p]This adds more commitment to her incredibly fast approaches, since she has the highest airspeed in the game.[/p]
  • [p]Grabbing Maypul will now remove her mark from you.[/p]
    • [p]This only applies if the mark came from the Maypul you grab. This gives players a more consistent way to remove mark, since it is so easy to apply with Neutral Special.[/p]
  • [p]Neutral Special's seed can no longer break projectiles.[/p]
    • [p]This creates more counterplay to Maypul tossing seeds often in neutral.[/p]
  • [p]Forward Special hitboxes shrunk and moved backward.[/p]
    • [p]This reduces the disjoint of this move, allowing it to be intercepted easier.[/p]
[p][/p]
  • [p]Aerial Down Special knockback: 8 + 0.3 @ 90 > 8 + 0.5 @ 80[/p]
    • [p]The increased knockback scaling helps to prevent looping this move repeatedly on fastfallers, while the lower angle allows DI away to be more effective while also giving Maypul the opportunity to cross-up for DI mixups.[/p]
  • [p]Terry damage: 3% > 5%[/p]
  • [p]Terry knockback: 7 + 0.3 @ 60 > 7 + 0.4 @ 50[/p]
    • [p]This increases the utility of Terry's attack, both when spawned and when swatting a seed away.[/p]
  • [p]Terry seed detection radius: 40 > 65[/p]
    • [p]This makes it more lenient to activate Terry's attack, especially when an opponent is nearby.[/p]
[p][/p]
  • [p]All Forward Tilt hitboxes radius: 50 > 40[/p]
    • [p]This reduces the range and disjoint of this move slightly in all directions.[/p]
[p][/p]
  • [p]Downward-angled Forward Tilt animation changed slightly so it doesn't hit as low.[/p]
    • [p]Along with the hitbox shrinking, this reduces its potency at ledge.[/p]
[p][/p]
  • [p]Forward Tilt recovery: 17 > 19[/p]
    • [p]We want to make this move slightly riskier to throw out in neutral.[/p]
  • [p]Neutral Air early hit knockback: 7 + 0.5 @ 45 > 6 + 0.58 @ 50[/p]
    • [p]This makes it slightly worse when used after tether to KO off the side. This also makes the mixup of Neutral/Up Air after tethering to an opponent more viable, since inward DI will send more upward, allowing it to KO off the top better when the opponent guesses wrong.[/p]
  • [p]Neutral Air late hit knockback: 5 + 0.3 @ 45 > 4.25 + 0.48 @ 50[/p]
    • [p]The angle is being adjusted to match the early hit and we're adjusting the knockback to make the late hit have more varied applications at low vs high percents.[/p]
  • [p]Neutral Air recovery: 12 > 15[/p]
    • [p]Small increase to the commitment when using Neutral Air offstage, both as an edgeguard and a combo finisher. Combined with the knockback angle changes, this will often put opponents higher above Maypul after they get hit by an offstage Neutral Air.[/p]
  • [p]Forward Air knockback angle: 320 > 325[/p]
    • [p]The intent is to make DI out more effective at avoiding followups, such as another Forward Air.[/p]
  • [p]Forward Air innermost hitbox radius: 50cm > 35cm[/p]
    • [p]This reduces the backward range of the move.[/p]
[p][/p]
  • [p]Up Air body hitbox radius: 80 > 60[/p]
    • [p]This decreases the effectiveness of this move when an opponent is below Maypul while not really changing anything if they're not.[/p]
[p][/p]
  • [p]Ledge Attack will now lose its intangibility after the first active window instead of the second active window.[/p]
    • [p]This better offsets the strengths of this ledge attack and makes it consistent with other 2-hit ledge attacks, like Orcane's.[/p]
[p][/p][p]We're cleaning up a few of her tippers that can be frustrating for her opponents, such as Forward Tilt, Up Tilt, and Forward Air, as well as some that can be frustrating for Clairen herself, like Forward Strong. We're also changing the functionality of the early hits of Down Air so that she has to space the move more precisely in order to spike the opponent. This patch also addresses her Forward Special being a bit too hard to intercept while also being difficult to punish on whiff.[/p]
  • [p]Sending a crouching opponent into flinch with a tipper will no longer apply tipper stun[/p]
    • [p]This interaction made Clairen a bit too good against crouch canceling. With this change, she will still be in advantage, but will have less time for a followup.[/p]
  • [p]Forward Special intangibility starts on frame: 10 > 16[/p]
    • [p]This makes the window for punishing her startup larger. Now the intangibility starts as soon as she starts moving.[/p]
  • [p]Forward Special grounded recovery on whiff: 25 > 30[/p]
  • [p]Forward Special special land on whiff duration: 15 > 24[/p]
    • [p]This move was a bit too difficult to whiff punish, so we're adding some recovery to make the risk better match the reward.[/p]
  • [p]Up Special will no longer cut Clairen's horizontal velocity in half when she lands[/p]
    • [p]This makes it a bit easier to ledge cancel her Up Special.[/p]
  • [p]Down Special's plasma field will now be destroyed when Clairen is KOd.[/p]
  • [p]Ledge Special hit 1 hitpause multiplier against grounded opponents: x1.2 > x1.4[/p]
    • [p]This makes hit 2 less likely to whiff against super-floaty characters, like Absa.[/p]
  • [p]Forward Tilt tipper removed on the first active frame.[/p]
    • [p]This tipper was positioned in a way that was only really useful for hitting opponents below/behind Clairen, which led to some awkward tipper hits.[/p]
[p][/p]
  • [p]Up Tilt tipper hitbox radius: 50 > 35, hitbox moved 15cm outward to preserve its range.[/p]
    • [p]This reduces the downward range on the first and last active frames.[/p]
  • [p]Up Tilt animation changed so that the first and last active frames don't hit as low.[/p]
  • [p]Up Tilt innermost sourspot radius: 50 > 40, hitbox moved 30cm down her arm.[/p]
    • [p]This makes the hitbox move with her arm instead of staying stationary on her shoulder, decreasing the inward range of the move, especially during the first and last few active frames.[/p]
[p][/p]
  • [p]Up Tilt's first 3 frames now send at 72 degrees, while the last 4 frames send at 77. Previously, it was 75 degrees for the move's entire duration.[/p]
    • [p]Because the early hit is much easier to land than the late hit, we want the reward to shift to reflect that.[/p]
  • [p]Forward Strong's sourspot hitbox moved slightly backward on the 2nd active and after.[/p]
  • [p]Forward Strong's 2nd active frame's tipper now reaches slightly farther forward.[/p]
    • [p]The previous positioning of this hitbox made landing the tipper extremely inconsistent, since the width of the tipper area varied greatly throughout the swing. This change aims to smooth out the tipper area, making it a more consistent width throughout the whole swing.[/p]
  • [p]Forward Strong's tipper and outer sourspot moved inward by 10cm at the bottom of the swing.[/p]
    • [p]This makes these hitboxes move almost straight downward from the previous active frame, reducing some situations where the move would sourspot in situations where it felt like it should tipper. This also reduces the tipper range slightly at the bottom of the swing.[/p]
[p][/p]
  • [p]Forward Strong sourspot knockback: 7 + 0.75 > 6.5 + 0.825[/p]
  • [p]Down Strong sourspot knockback: 7 + 0.85 > 7 + 0.925[/p]
    • [p]These sourspots often felt overly weak even at extremely high percents, so we're increasing the scaling a bit, with a slight decrease to Forward Strong's base knockback to make sure it's not overly rewarding too early.[/p]
  • [p]Neutral Air recovery: 15 > 17[/p]
    • [p]Slight increase in endlag to make comboing afterward a bit tighter.[/p]
  • [p]Forward Air innermost hitbox radius: 50 > 35[/p]
    • [p]This applies to both hits, reducing the backward range slightly.[/p]
[p][/p]
  • [p]Forward Air hit 1 sourspot knockback angle: 82 > 72[/p]
    • [p]This makes it less likely for DI in to result in hit 2 reversing.[/p]
  • [p]Forward Air hit 2 sourspot knockback: 6 + 0.35 > 6 + 0.55[/p]
    • [p]Slight increase to the scaling so it doesn't combo for free at extremely high percents.[/p]
  • [p]Forward Air's reverse tippers are now just regular sourspots, not tippers.[/p]
    • [p]This makes landing the reverse hit less rewarding, since it won't stun the opponent any more.[/p]
  • [p]Forward Air hit 2's innermost sourspot now has the same knockback as the other sourspots.[/p]
    • [p]Previously, the innermost sourspot sent at a higher angle than the other sourspots, making it better at comboing.[/p]
  • [p]Up Air sourspot knockback: 7 + 0.45 @ 80 > 5.6 + 0.7 @ 75[/p]
  • [p]Up Air sourspot hitstun multiplier: x0.9 > x1.0[/p]
    • [p]This increases the knockback at higher percents, while also increasing the effectiveness of DI away. The lower knockback angle also lets us remove the hitstun multiplier on the move, since it won't be as good at comboing into itself.[/p]
  • [p]Removed the first active frame of Down Air, increasing the startup from 15 to 16.[/p]
  • [p]The new first active frame has a sourspot that stretches upward to the same range as the previous first active frame.[/p]
    • [p]With this change, she will be mostly unable to spike an opponent above her and will instead get a sourspot hit.[/p]
  • [p]Down Air early body sourspot moved more behind Clairen, and radius: 50 > 55[/p]
  • [p]Added a new sourspot to the base of her sword on the 2nd active frame of Down Air that has priority over the tippers.[/p]
    • [p]This makes Down Air function like a normal tipper move instead of giving the tippers higher priority, making her have to space more horizontally to get the early tipper.[/p]
[p][/p][p][/p][p]While Orcane's unorthodox kit can make him difficult to pilot, his fast movement, quick normals, strong zoning tools, and top tier recovery make him a clear contender for the strongest Rival. With all these strengths, he starts to lose his identity and falls back to basic fundamentals instead, which isn't what we envisioned for our slippery whale dog. To remedy this, we're toning down his burst movement speed and recovery, while also removing some of the mechanics that make using his zoning tools a bit too risky.[/p]
  • [p]Dash speed: 19.8 > 16[/p]
  • [p]Max horizontal jump speed: 19.8 > 16[/p]
    • [p]Orcane's horizontal burst movement potential was a bit high, considering how slippery he is and how generally fast his attacks are. We're toning down both his initial dash speed and horizontal jump speed so that he's not such a speed demon. Note that this does not affect his hydroplane speed, since his run speed was unchanged.[/p]
  • [p]Short hop speed: 17 > 18.4[/p]
    • [p]This increases the height of his shorthop by around 18cm and increases the time spent airborne by 2 frames when not fastfalling.[/p]
  • [p]Bubble spawn locations are no longer random and instead spawn using preset patterns.[/p]
    • [p]This applies to Forward Air, Down Special, and Up Throw. This reduces the randomness of the bubbles slightly, although they still have randomized movement after spawning.[/p]
  • [p]Frames between bubble hits: 10 > 7[/p]
    • [p]This makes more bubbles hit the opponent on average, increasing the reward for trapping an opponent in bubbles, especially if they get caught in the center of the cluster of bubbles. Getting hit by more bubbles also gives opponents more chances to ASDI out, which should help larger characters escape a bit easier. This also prevents opponents from floorhugging or crouch canceling a bubble and then parrying the next one.[/p]
  • [p]Bubble hitpause: 4 > 3[/p]
    • [p]This makes sure opponents aren't trapped for too long with the shorter time between bubbles.[/p]
  • [p]Getting hit by a bubble will now put parry on a 10 frame cooldown.[/p]
    • [p]This prevents floorhug parrying bubbles even if subsequent bubbles whiff for a few frames after the initial hit.[/p]
  • [p]Bubbles will now be destroyed when Orcane is hit.[/p]
    • [p]This rewards opponents for breaking through Orcane's zoning tools.[/p]
  • [p]Puddle will now turn into a falling droplet when the ground beneath it disappears, reforming into a puddle upon landing.[/p]
    • [p]This only affects a few niche scenarios, but makes it so the puddle doesn't get completely deleted without any input from Orcane.[/p]
  • [p]Forward Special can no longer fastfall until it enters the Special Fall window.[/p]
    • [p]This brings it in line with other similar moves, making it more committal before being able to drop quickly.[/p]
  • [p]Forward Special is no longer intangible during the travel frames.[/p]
    • [p]Previously, this move allowed Orcane to reach the wall with no chance of being intercepted, allowing him to easily wall tech any attempt to hit him during the move's vulnerable window. This problem was compounded by the distance that Orcane covers with the teleport. This change allows opponents to intercept Orcane before he reaches the wall, adding some counterplay to this extremely strong recovery tool. This does not apply to his Empowered Forward Special.[/p]
  • [p]Forward Special initial startup window length: 10 > 15[/p]
  • [p]Forward Special travel frames: 10 > 5[/p]
  • [p]Forward Special travel speed doubled so that the distance is unchanged[/p]
    • [p]This keeps the timing of the attack the same, but minimizes the time that Orcane spends traveling, making intercepting it a bit more difficult.[/p]
  • [p]Up Special cancel can no longer fastfall until it enters the Special Fall window[/p]
    • [p]This prevents Orcane from quickly falling to grab ledge, making his intangible ledge stall much less lenient and reducing his mixups when recovering high.[/p]
  • [p]Up Special cancel landing lag: 22 > 30[/p]
    • [p]More opportunity for punishing Orcane after forcing him to recover on stage.[/p]
  • [p]Orcahop max vertical speed will now decrease by 3 cm/frame with each use until Orcane touches the ground or grabs the ledge, with a minimum of 20 cm/frame (the maximum is 35 cm/frame).[/p]
    • [p]This rewards players for intercepting Orcane's recovery, since it will lose height each time he uses it.[/p]
  • [p]Forward Tilt's head hurtbox is now intangible starting on frame 5 until the first recovery frames[/p]
    • [p]This makes the startup harder to interrupt from a long range.[/p]
  • [p]Up Tilt center hitbox radius: 60 > 50[/p]
  • [p]Up Tilt side hitbox radii: 60 > 40[/p]
    • [p]This makes the move a bit thinner so that it's harder to chain together multiple times.[/p]
[p][/p]
  • [p]Down Tilt sweetspot knockback: 7.5 + 0.4 @ 75 > 6.5 + 0.5 @ 72[/p]
    • [p]This makes it weaker at low percents and then stronger around 84%, making it more dynamic at different percents. The angle change is very slight, but makes it so opponents will go straight up when they DI in and go a little bit farther forward on DI out.[/p]
  • [p]Forward Strong recovery: 26 > 30[/p]
  • [p]Empowered Forward Strong recovery: 32 > 34[/p]
    • [p]This move was too difficult to punish in many situations.[/p]
  • [p]Neutral Air cooldown on bounce: 2 > 3[/p]
    • [p]At some point, it became possible to chain Neutral Air bounces together. This is not intended, so we're extending the cooldown by 1 frame to prevent it.[/p]
  • [p]Forward Air's horizontal speed will be clamped to Orcane's max horizontal air speed when it hits a shield.[/p]
    • [p]This increases the reward for shielding this move.[/p]
  • [p]Up Air sourspot knockback angle: 70 > 75[/p]
    • [p]This makes it less likely for it to KO off the side at high percents, while making sure that DI out still helps escape Up Air loops.[/p]
  • [p]Up Air spike hitbox now has an early hit with knockback: 5 + 0.4 > 6 + 0.5 during the first 2 frames.[/p]
  • [p]Up Air spike hitbox late hit knockback: 5 + 0.4 > 4.5 + 0.4[/p]
    • [p]This gives Orcane more reward for landing the early spike hit, while keeping the late hitbox fairly similar to before, due to its decaying base knockback.[/p]
  • [p]Forward Throw knockback: 9 + 0.55 > 9 + 0.6[/p]
  • [p]Empowered Forward Throw knockback: 10 + 0.7 > 10 + 0.75[/p]
    • [p]Slight increase in knockback scaling for both versions of Forward Throw, so that Orcane can KO opponents with them a bit earlier.[/p]
  • [p]Getup Special's furthest tail hitbox will now come out 2 frames later.[/p]
    • [p]This prevents the move from hitting below the platform under Orcane.[/p]
[p][/p][p]Etalus has received a plethora of buffs and quality-of-life changes since his initial release, putting him in a very solid spot amongst the cast. We've got a few more of those to go around, but we also want to address some of the more overcentralizing moves, such as Down Air and Down Tilt, as well as lowering his air acceleration, as it allowed him to play a little too safe with his offense. Like a lot of the other recently changed characters, his recovery is also getting a form of diminishing returns so that opponents are rewarded more for intercepting him.[/p]
  • [p]Knockback velocity will now decay at the normal rate when on ice.[/p]
    • [p]Previously, he would maintain too much horizontal momentum after teching, which could lead to him slipping off a ledge in unexpected cases.[/p]
  • [p]Air acceleration: 0.85 > 0.75[/p]
    • [p]This reduces the effectiveness of approaching with an aerial and then retreating to make it safe. His air acceleration is still 0.85 during Up Special's launch window.[/p]
  • [p]Weight with Ice Armor: 150 > 180[/p]
    • [p]This significantly increases his survivability with Ice Armor.[/p]
  • [p]Forward Special cooldown: 75 > 100[/p]
    • [p]This decreases the effectiveness of repeated Forward Specials when edgeguarding opponents.[/p]
  • [p]Up Special's maximum charge time will now decrease by 5 frames for each use until Etalus touches the ground.[/p]
    • [p]This rewards opponents for intercepting his recovery. The usage count will only go up when he actually launches himself upward, so he will not be penalized for getting hit during the startup or canceling the startup with an airdodge.[/p]
  • [p]Bug fix: Losing Ice Armor during Up Special will now also remove his super armor[/p]
  • [p]Special Pummel knockback against aerial opponents: 1 + 0.0 > 4 + 0.3[/p]
    • [p]This makes it more rewarding for Etalus when the opponent happens to slide offstage after activating his Special Pummel.[/p]
  • [p]Jab 2's speed boost now happens 1 frame earlier.[/p]
    • [p]This makes tilt boosting consistently give the speed boost instead of going nowhere when performed as early as possibly.[/p]
  • [p]Jab 3 sourspot knockback: 5 + 0.25 @ 65 > 5 + 0.45 @ 55[/p]
    • [p]This sourspot was extremely bad on hit, so we're making it a little better so Etalus isn't punished as hard for landing it.[/p]
  • [p]His head and chest hurtboxes are now projectile-intangible during Dash Attack's active frames.[/p]
    • [p]This change prevents some specific situations where projectiles could go over his projectile killer hitbox and hit his back.[/p]
  • [p]Forward Tilt 1's back hitbox knockback: 4 + 0 > 6 + 0[/p]
    • [p]This should make it more consistently link into hit 2 when hitting an opponent with the innermost part of Forward Tilt 1.[/p]
  • [p]Down Tilt part 2 recovery: 16 > 20[/p]
    • [p]This makes choosing to do the 2nd hit a bit higher of a commitment, since previously it had the exact same recovery as Down Tilt part 1. This also reduces his followups afterward a bit, since they were a little too lenient for our liking.[/p]
  • [p]Up Strong now has a small hitbox in the center of his body on the first active frame[/p]
    • [p]This helps prevent it from whiffing against small characters at point-blank range.[/p]
[p][/p]
  • [p]Back Air active frames: 3 > 4[/p]
    • [p]This makes it match the visual better, while also giving him a bit more coverage behind him in the air. The recovery frames were adjusted to keep the same IASA frame as before.[/p]
  • [p]Down Air recovery frames: 21 > 24[/p]
    • [p]This adds a little bit of commitment when using this move offstage.[/p]
  • [p]Down Air landing lag: 12 > 14[/p]
    • [p]This move was pretty safe to throw out, with its large hitboxes, long active frames, unique momentum stall, and incredible reward on hit, so we're adding a bit of landing lag to tone it down.[/p]
[p][/p][p]Olympia's combo game is extremely strong, especially with the consistency of her Up Special as a finisher. While that is a core part of her design, we want to make sure her combos don't become stale, so we're making a few changes that give opponents more agency when launched by some of her more potent combo moves, such as Down Tilt, Up Air, and Up Throw. We've also noticed that the strength of her gem toss as a neutral tool disincentivizes her from having her gem field deployed, so we're toning it down to balance out its utility a bit more.[/p]
  • [p]Gem Toss startup: 8 > 11[/p]
    • [p]This makes it slightly more reactable in neutral at medium to long ranges.[/p]
  • [p]Gem Toss damage: 5% > 4%[/p]
  • [p]Gem Toss knockback: 4 + 0.1 > 3.5 + 0.1[/p]
  • [p]Gem Toss base knockback will now decay from 3.5 to 2 throughout its active window.[/p]
    • [p]This makes having her gem field deployed less of a detriment to her general gameplan, since the projectile is less rewarding on hit.[/p]
  • [p]Gem Dash traveling hitbox moved backward.[/p]
    • [p]This reduces the disjoint of this move, allowing it to be intercepted easier.[/p]
[p][/p]
  • [p]Forward Special front hitbox removed.[/p]
    • [p]This reduces the disjoint of this move, allowing it to be intercepted easier.[/p]
[p][/p]
  • [p]Forward Special goes on cooldown for 50 frames on startup.[/p]
    • [p]This prevents ledge refreshes with repeated Forward Specials without affecting other general use cases.[/p]
  • [p]Up Special multihit hitboxes no longer interpolate.[/p]
    • [p]This makes them less disjointed from below.[/p]
  • [p]Up Special final hit back hitbox removed.[/p]
    • [p]This hitbox was unnecessary for linking well and usually just ended up causing unexpected hits against opponents trying to punish it instead.[/p]
[p][/p]
  • [p]Up Special startup: 7 > 10[/p]
    • [p]We want to make this move very slightly harder to combo into, since it is such a consistent finisher.[/p]
  • [p]Up Special final hit knockback: 7 + 0.85 > 7 + 0.82[/p]
    • [p]We're lowering the knockback scaling so that it kills slightly later.[/p]
  • [p]Down Special's Armored window will now fall faster with each use, reaching normal max fall speed on the 3rd use.[/p]
    • [p]This does not affect the use of this move if it is canceled immediately, but reduces the positional mixup potential of holding the charge and canceling late.[/p]
  • [p]Dash Attack recovery: 21 > 25[/p]
    • [p]This move was slightly too hard to punish for its speed.[/p]
  • [p]Forward Tilt now has a late hit for the last 3 active frames with knockback: 5.5 + 0.85 @ 40 > 3.5 + 0.85 @ 45[/p]
    • [p]This move has a fairly long active window, but was the same strength for the entire time, making it feel weird when it would hit with the later frames and still be just as strong.[/p]
  • [p]Forward Tilt hitpause multiplier: x1.0 > x1.2[/p]
    • [p]This gives opponents a little more time to react to the move, making it less effective as a surprise DI mixup.[/p]
  • [p]Down Tilt knockback angle: 80 > 75[/p]
    • [p]Still extremely good, but good DI will be more effective against it.[/p]
  • [p]Neutral Air hit 2 knockback: 7 + 0.6 > 5.5 + 0.7[/p]
    • [p]This move was sending into tumble a bit too early, so we're reducing the base knockback and increasing the knockback scaling.[/p]
  • [p]Up Air early and mid hits knockback angle: 70 > 65[/p]
    • [p]This makes outward DI more effective for escaping repeated Up Air combos.[/p]
  • [p]Up Throw recovery: 30 > 32[/p]
    • [p]Slight decrease to the followups after this extremely versatile throw.[/p]
[p][/p]
  • [p]Up Special can no longer fastfall until it reaches the Special Fall window.[/p]
    • [p]Absa has very low lag if she lands before entering Special Fall. Without fastfalling, this means she has to end the Up Special movement fairly close to the ground in order to avoid the long landing lag.[/p]
  • [p]Forward Tilt part 2 is now a real projectile instead of just being a large physical hitbox[/p]
    • [p]This fixes a few interactions, like it being able to break Kragg's pillar while it was projectile-immune or it not reflecting to hit Absa when parried.[/p]
  • [p]Bug fix: Down Throw now ignores weight like all other throws.[/p]
  • [p]Bug fix: Pummeling an opponent will no longer detach cloud after Absa sticks it to herself.[/p]
[p][/p][p]As always, thank you for sticking with us through the end of this massive patch notes read. Our New Nolt Board is now active and ready for your feedback![/p]