General
- Shredder joins the battle!
- New Stage available, Double Dare!
- Added a message that notifies players of when one of their replays is no longer compatible with the current version of the game
- Loading optimizations were applied for the menus on all platforms, menus should load faster. The results vary per platform
- Fixed issue that made incorrect thumbnail image show in arcade mode for the Sweet Dreams stage
- Fixed issue that made rewards not show at the end of Arcade mode when playing with Garfield
- Fixed issue that made the incorrect button prompt appear in the results screen for the save replay functionality
- Changed Garfield’s dialogue box to be a thought bubble in the arcade mode.
- Fixed issue that made the screen flicker sometimes during the matchmaking when opponents changed their skins or characters
- Fixed issue that made the incorrect goal-post assets show in the Sweet Dreams Stage in Sports Mode
- Fixed an issue that made the game get stuck on a “joining game” screen after entering a private lobby password
- We’ve heard people having issues with their controllers mapping getting mixed up when going back to the character select screen. We’re happy to announce that we’ve implemented a controllers profile system that will allow players to assign their specific control mappings to their own specific profile so they won’t get mixed up anymore
- Fixed an issue that made the character select screen appear more than once sometimes in online modes
- There have been updates to the blocking system ,now horizontal attacks can only be blocked if you’re holding a horizontal direction while blocking (Diagonals are considered vertical direction)
Balance
- Universal
- DI angle reverted (14° → 16°)
- Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving
- Getup roll time decreased (29f → 27f)
- Getup inplace time decreased (27f → 24f)
- Getup inplace invulnerability decreased (21f → 19f)
- Tech roll time decreased (34f → 31f)
- Tech roll invulnerability decreased (26f → 25f)
- Tech inplace time decreased (24f → 22f)
- Tech inplace invulnerability decreased (18f → 17f)
- Ledge invulnerability increased (60f → 70f)
- Crashland time decreased (30f → 26f)
- Holding diagonal for a block is now mutually exclusive for down/up, will not block mid attacks
- Holding diagonal with the horizontal AWAY from an oncoming attack will no longer produce a down/up block
- Z-drops no longer affected by DI
- All characters now properly slowfall once per airtime with their aerial strong attacks, subsequent airstrongs fall at normal speed
- RPS pre-attack hitboxes now attack in the “correct” direction
- RPS pre-attack hitboxes now encompass the entire character
- Fixed bug where certain characters couldn’t turnaround jump out of a jump-cancelable attack while in hitstop
- Fixed bug where a grounded jump could quickly lead into an aerial grounded jump if the input was pressed again within 4 frames
- Fixed bug where block on-hit was actionable 1-frame later
SpongebobAerial Mid LightStun gain decreased (9 → 7)Aerial Up LightKnockback gain increased (105 → 115)Stun gain decreased (16 → 11)Down SpecialUsing the grounded version no longer takes away an aerial chargeSandyDown SpecialCancelable actions now possible with second stickAangAerial Mid LightDamage decreased (9 → 7)Knockback increased (30 → 50)Knockback Gain increased (75 → 105)Stun decreased (30 → 22)Stun gain increased (0 → 6)Down SpecialCan no longer infinitely jump during the turnaround animationTophMid SpecialInput setup altered: now releasing special immediately throws the projectile, while pressing block cancels the charge; this new system allows an uncharged projectile to be immediately thrown in a manner similar to the rest of the castNow has a cooldown system like other projectile attacksColor overlays now flash to indicate when a new charge level is met, yellow for mid-charge and orange for full-chargeCharge time for mid-level projectile decreased (40f → 35f)Charge time for max-level projectile increased (55f → 70f)Projectile time before self-destruction reduced (5s → 3s)Mid-charge projectile speeds lowered (20, 30, 40 → 14, 24, 34)Mid-charge projectile now bouncesIf a mid-charge projectile is z-dropped, it will persist 4 times longer than usual (3s → 12s)Max-charge projectile speeds lowered (14, 24, 34 → 12, 20, 28)A max-charge projectile can no longer be rebounded, destroyed, grabbed, or beaten out by any traditional means; good luck!Up SpecialAscent begins faster (26f → 24f)Throws projectile faster (33f → 24f)Startup now decays horizontal speed gradually, instead of all at onceProjectile inherits Toph's horizontal speed when initiatedCan grab edge sooner (50f → 38f)Transitions to fallstate sooner (60f → 47f)Down SpecialPlatform duration halved (10s → 5s)Lucy LoudGeneralNow uses correct speed modifiers when carrying an opponentFixed issue where effects showing off which form Lucy was in would disappear under specific circumstancesAerial Down StrongNo longer can cancel preemptively after respawningApril O'NeilUp SpecialCan no longer be used to stall when out of fuelDown SpecialNo longer gains ratings from hitting blocking/invulnerable opponentsRen & StimpyAerial Mid ThrowFixed animation cycling through >2000 more frames that it should'vePowdered Toast ManUp LightAttack button can now be held to salute your enemies after KO’ing themUp StrongHitbox repositioned to properly cover PTM’s headAerial Mid LightHitbox repositioned to properly cover PTM’s bodyAerial Up LightAttack button can now be held to salute your enemies after KO’ing themZimUp SpecialFixed bug where attacking Zim prior to releasing the projectile would cause Zim’s gravity to change until up special was performed againGirFixed issue that made Gir get stuck on some walls instead of bouncing offFixed issue that made Gir get stuck with other Girs ingameDanny PhantomAerial Down StrongPre-attack landing lag minimum fixed to standard amount (5f → 8f)OblinaMid SpecialBefore hitting the ground, goop acts like any other projectileAfter hitting the ground, goop can only be destroyed by a strong attack from whoever doesn't own the projectileNo longer land-cancelableGameplay updates explained
With the strong prevalence and potential reward of reaction tech chasing (rtc) in the current meta, some major buffs were deemed necessary for the defensive options; while it should remain a disadvantage, it shouldn’t be to the extent that follow-ups are almost guaranteed with minimal effort. The hope is these changes to both the wait before a movement takes place & a decrease in the time it takes for an action will be enough to balance the scales.