<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"><channel><title>ivysly.com - patchnotes</title><link>https://ivysly.com</link><description>patchnotes feed</description><lastBuildDate>Sat, 15 Aug 2026 12:01:36 +0000</lastBuildDate><item><title>1.9.5</title><link>https://ivysly.com/hustle/patchnotes/1.9.5</link><description>&lt;ul&gt;
&lt;li&gt;Lobbies now wait for characters to load, this should fix the &amp;ldquo;mod mismatch&amp;rdquo; issue&lt;/li&gt;
&lt;li&gt;Adjusted sound effect for all level-1 supers (think of them like EX moves&amp;hellip;)&lt;/li&gt;
&lt;li&gt;Added some global freeze frames on hit/block. Shouldn&amp;rsquo;t affect gameplay at all. The goal is to make full-speed replays a little more watchable and satisfying.&lt;ul&gt;
&lt;li&gt;You can turn it off in the options if you want, for now.&lt;/li&gt;
&lt;li&gt;Might break some modded character cutscenes?&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h1&gt;Character Changes&lt;/h1&gt;
&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Moves that don&amp;rsquo;t scale combos should no longer be resetting proration on the 2nd hit. probably introduces new bugs&lt;/li&gt;
&lt;li&gt;Dash Grab&lt;ul&gt;
&lt;li&gt;Forward momentum is delayed to the 2nd frame.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Whiff Cancel / Instant Cancel&lt;ul&gt;
&lt;li&gt;Changed FX&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Ninja&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Boost&lt;ul&gt;
&lt;li&gt;Decreased parry penalty to 10f (from 20f)&lt;/li&gt;
&lt;li&gt;Updated SFX&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Back Sway&lt;ul&gt;
&lt;li&gt;Invulnerability now starts on frame 3 (from frame 1)&lt;/li&gt;
&lt;li&gt;Now automatically follows into Palm Strike on hold.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Jump Kick&lt;ul&gt;
&lt;li&gt;Reduced landing lag (15f -&amp;gt; 8f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (grounded)&lt;ul&gt;
&lt;li&gt;Now is interruptible into all movement options after recovering.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (aerial)&lt;ul&gt;
&lt;li&gt;Now is interruptible into all movement options after recovering.&lt;/li&gt;
&lt;li&gt;First hitbox no longer is block-punishable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shuriken&lt;ul&gt;
&lt;li&gt;Powered-up shuriken is no longer affected by Gust and Zephyr.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Chuk Heavy&lt;ul&gt;
&lt;li&gt;IASA reduced (19f -&amp;gt; 16f)&lt;/li&gt;
&lt;li&gt;Added 4f extra hitstop on parry&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick (aerial)&lt;ul&gt;
&lt;li&gt;Fixed no-impact land hitcancel having fewer options&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dive Kick&lt;ul&gt;
&lt;li&gt;Upward versions hitcancel on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Orb&lt;ul&gt;
&lt;li&gt;Fixed pushblocking Orb Dart not unlocking the orb.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Can no longer use Rift, Shift, Drift, or Sight toggles when blocking.&lt;/li&gt;
&lt;li&gt;Draw Cancel IASA has been increased by 1f across the board.&lt;/li&gt;
&lt;li&gt;Time Splitter&lt;ul&gt;
&lt;li&gt;Reduced startup (11f -&amp;gt; 6f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Lightning Slice&lt;ul&gt;
&lt;li&gt;Now sends airborne.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Quick Draw&lt;ul&gt;
&lt;li&gt;Increased IASA (11f -&amp;gt; 12f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Upward Swipe&lt;ul&gt;
&lt;li&gt;No longer draw-cancellable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Pistol Whip&lt;ul&gt;
&lt;li&gt;Is now draw cancellable.&lt;/li&gt;
&lt;li&gt;Can no longer be free-cancelled (or draw-cancelled) from Quick Draw.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Launch&lt;ul&gt;
&lt;li&gt;Now uses 1/4 fuel (from 1/2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;LOIC&lt;ul&gt;
&lt;li&gt;Is now +2 on block (from +1)&lt;/li&gt;
&lt;li&gt;Increased active time&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Crash&lt;ul&gt;
&lt;li&gt;Added 4f hitstop when this move gets parried.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Landing&lt;ul&gt;
&lt;li&gt;Shockwave is now unparriable for the first 6 frames.&lt;/li&gt;
&lt;li&gt;Shockwave is no longer affected by Gust or Zephyr.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Remote Bomb&lt;ul&gt;
&lt;li&gt;Di nudge disabled when armed (prevents double-SDI issue)&lt;/li&gt;
&lt;li&gt;Explosion changes&lt;ul&gt;
&lt;li&gt;Increased explosion hitstop (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;li&gt;Explosion no longer incurs hitstop on the explosion hitbox itself (lol)&lt;/li&gt;
&lt;li&gt;Reduced knockback on explosion (10 -&amp;gt; 0.9)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Ping&lt;ul&gt;
&lt;li&gt;Drive cancel happens 3 frames earlier&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drive&lt;ul&gt;
&lt;li&gt;Fixed this move being punishable on block. Oops!!!!!!!!!!&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Mutant&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Mutant has some stalling issues so most of these changes are made to address that.&lt;ul&gt;
&lt;li&gt;Slightly increased typical passive sadness gain&lt;ul&gt;
&lt;li&gt;Flavor: Mutant has a bloodlust that makes him more sad than typical characters when he&amp;rsquo;s not fighting.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Jump&lt;ul&gt;
&lt;li&gt;Increased sadness penalty on jumping backward.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash Back&lt;ul&gt;
&lt;li&gt;Increased sadness penalty.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Dash&lt;ul&gt;
&lt;li&gt;Gives a juke pip once Mutant starts moving and another later on.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash&lt;ul&gt;
&lt;li&gt;Mutant gains a pip of juke when using 100 dash (does not work for repeated dashes).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Caustic Barrage&lt;ul&gt;
&lt;li&gt;Decreased first-hit damage (800 -&amp;gt; 500)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Caustic Spike&lt;ul&gt;
&lt;li&gt;Initiative startup reduction is now a combo-only bonus and still only happens while airborne.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Pounce&lt;ul&gt;
&lt;li&gt;Is now +2 on block (from +1)&lt;/li&gt;
&lt;li&gt;If you miss with this move, Mutant becomes vulnerable. :fefe:&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Envenom&lt;ul&gt;
&lt;li&gt;Adjusted damage proration (+0 -&amp;gt; +3)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Leap Slash&lt;ul&gt;
&lt;li&gt;Adjusted hurtbox.&lt;/li&gt;
&lt;li&gt;Added some limb hurtboxes.&lt;/li&gt;
&lt;li&gt;Can&amp;rsquo;t clash anymore.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shred&lt;ul&gt;
&lt;li&gt;Grounded version now has projectile invulnerability once Mutant leaves the ground.&lt;/li&gt;
&lt;li&gt;Increased hitbox size.&lt;/li&gt;
&lt;li&gt;Landing hitbox doesn&amp;rsquo;t trigger until the aerial hitbox comes out.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Low Swipe&lt;ul&gt;
&lt;li&gt;Reduced low-profile&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.9.5</guid></item><item><title>1.8.16</title><link>https://ivysly.com/hustle/patchnotes/1.8.16</link><description>&lt;ul&gt;
&lt;li&gt;Fixed character info containers (cowboy&amp;rsquo;s cylinder, wiz gravity, etc) moving around on the screen based on the matchup (this will hopefully fix some problems with mods). They&amp;rsquo;re also slightly more compact.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Jump&lt;ul&gt;
&lt;li&gt;Has immediate throw invulnerability when jumping forward now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Push Block&lt;ul&gt;
&lt;li&gt;Increased push trigger distance (80px -&amp;gt; 110px)&lt;/li&gt;
&lt;li&gt;Chip damage during Push Block is reduced to 33% and cannot kill you.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Ninja&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Slide Kick&lt;ul&gt;
&lt;li&gt;Is now -3 on block (from -2).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Kick&lt;ul&gt;
&lt;li&gt;Is now +1 on block (from +0)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (grounded) (forward)&lt;ul&gt;
&lt;li&gt;Is now +0 on block (from +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Pommel&lt;ul&gt;
&lt;li&gt;Is now -1 on block (from -2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;LOIC&lt;ul&gt;
&lt;li&gt;Increased pushback on block.&lt;/li&gt;
&lt;li&gt;Fire won&amp;rsquo;t hit people who are jumping but still technically grounded.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Command Grab&lt;ul&gt;
&lt;li&gt;Throw invulnerability starts 1 frame sooner (3f -&amp;gt; 2f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Bounds Check&lt;ul&gt;
&lt;li&gt;+3f IASA on throw (26f -&amp;gt; 29f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Earthquake&lt;ul&gt;
&lt;li&gt;Fixed issue where its animation didnt play after Bounds Check.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.8.16</guid></item><item><title>1.9.0</title><link>https://ivysly.com/hustle/patchnotes/1.9.0</link><description>&lt;ul&gt;
&lt;li&gt;UI now explicitly tells you when you are in a combo vs when you are in neutral.&lt;/li&gt;
&lt;li&gt;Added UI info for current initiative state and which actions can use Initiative.&lt;/li&gt;
&lt;li&gt;Added a sound that plays when your time is running out.&lt;/li&gt;
&lt;li&gt;Hit particles should show up in the right place now.&lt;/li&gt;
&lt;li&gt;Fixed prediction being off by 1 frame when hitcancelling against projectiles.&lt;/li&gt;
&lt;li&gt;Added limit to chat message history.&lt;/li&gt;
&lt;li&gt;Added option to mute chat sounds.&lt;ul&gt;
&lt;li&gt;Lobby chat is always muted when entering a match now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Enabled experimental ghost options for 2x speed (thanks to welt for giving tips on the implementation)&lt;/li&gt;
&lt;li&gt;Prediction speed setting is now saved.&lt;/li&gt;
&lt;li&gt;Added distinction in the prediction text for moves that are interrupted on the opponents&amp;rsquo; turn.&lt;/li&gt;
&lt;li&gt;Added parry timing indicator to prediction.&lt;/li&gt;
&lt;li&gt;Fixed bug causing characters to snap to the ground from high in the air in some situations.&lt;/li&gt;
&lt;li&gt;Fixed some asymmetries regarding projectile collision.&lt;/li&gt;
&lt;li&gt;Fixed hurtbox/collision boxes not always updating to face the right way.&lt;/li&gt;
&lt;li&gt;Added hit frame display in prediction.&lt;/li&gt;
&lt;li&gt;Experimental change to rematch button. Hopefully prevents crashing.&lt;/li&gt;
&lt;/ul&gt;
&lt;h1&gt;Character Loader update&lt;/h1&gt;
&lt;ul&gt;
&lt;li&gt;I have (with permission) ported the critical parts of srPerez&amp;rsquo;s character loader to the base game. You can unsubscribe from the Workshop mod. This shouldn&amp;rsquo;t change much, but was needed as Mutant&amp;rsquo;s inclusion broke character loader and the original mod is no longer actively maintained.&lt;/li&gt;
&lt;li&gt;This does NOT mean you will automatically download your opponent&amp;rsquo;s characters, though this could be the case sometime in the future.&lt;/li&gt;
&lt;li&gt;The steam lobby UI has been updated to reflect this change. You can choose whether or not modded characters are enabled when creating a lobby, and you can see which lobbies have them.&lt;/li&gt;
&lt;li&gt;I have made some QOL adjustments to the character loader, including a more robust character select screen (and the ability to update it in the future). Characters are now loaded in a separate thread, which completely removes the unpleasant lag every time you start the game or go to the main menu. Overall, &lt;strong&gt;modded characters will now be an officially supported feature and further improvements will be made over time.&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h1&gt;Character Changes&lt;/h1&gt;
&lt;h2&gt;Mutant&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;New character, try it out!!!&lt;/li&gt;
&lt;li&gt;Extreme rushdown/mobility character with low health and damage but very oppressive neutral.&lt;/li&gt;
&lt;li&gt;Has a unique movement option, Juke, tied to a bar. 2 pips of juke bar can be used to shift Mutant in any direction without affecting momentum (usually), allowing for intensely deep rushdown and evasive movement strategies.&lt;/li&gt;
&lt;li&gt;Envenom is a special throw that applies a poison status effect to the opponent. Poisoned opponents will take damage over time, and hitting them with melee attacks causes hazardous acid bubbles to fly out.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;All characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Air options have been reduced by 1 in neutral. Starting a combo adds an extra air option.&lt;/li&gt;
&lt;li&gt;Low-health damage reduction (aka GUTS) has been removed.&lt;ul&gt;
&lt;li&gt;The visual effect on the healthbar remains.&lt;/li&gt;
&lt;li&gt;This removes stupid tech like tax evasion (really) and overall just makes things easier to balance.&lt;/li&gt;
&lt;li&gt;Maximum health has been increased to 15,000 (from 10,000) to compensate.&lt;/li&gt;
&lt;li&gt;This is slightly higher than the old &lt;em&gt;effective&lt;/em&gt; hp amount of about 14,000, after low-health damage reduction, which means matches will take slightly longer but will also be slightly less volatile (more skill-based), which was the other goal in adjusting the damage scaling.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Meter gain globally reduced by 15% to compensate for the low-health damage reduction changes increasing overall meter gain.&lt;/li&gt;
&lt;li&gt;Fixed a forbidden technique.&lt;/li&gt;
&lt;li&gt;Velocity-based meter gain is now reduced by 50% while airborne&lt;/li&gt;
&lt;li&gt;You can now hit projectiles and blocking opponents at the same time.&lt;/li&gt;
&lt;li&gt;Possibly removed framekill related to cancelling an attack after hitting the opponent when they recover before you.&lt;/li&gt;
&lt;li&gt;Hitstun now has a minimum of 1 frame (unless it was already 0 for some reason).&lt;/li&gt;
&lt;li&gt;Melee parries now properly disable all interruptibility.&lt;/li&gt;
&lt;li&gt;Moves that change IASA on hit no longer do so when hitting non-hitcancellable projectiles.&lt;/li&gt;
&lt;li&gt;Removed extra frame of hitlag when hitcancelling against projectiles. This should remove the invisible framekill.&lt;/li&gt;
&lt;li&gt;Removed unblockable involving projectiles hitting on the same frame as throw tech.&lt;/li&gt;
&lt;li&gt;Parrying projectiles no longer scales your combo.&lt;/li&gt;
&lt;li&gt;Slightly reduced knockdown hurtbox size.&lt;/li&gt;
&lt;li&gt;Fixed throw tech preventing projectiles from hitting each other.&lt;/li&gt;
&lt;li&gt;Fixed bug where all object interactions were being processed twice. Might cause other bugs, havent thoroughly tested.&lt;/li&gt;
&lt;li&gt;Parrying melee attacks always forces the opponent out of a free cancel.&lt;/li&gt;
&lt;li&gt;Fixed the parry damage scaling prediction error.&lt;/li&gt;
&lt;li&gt;Fixed bug where hitting someone on the frame they would have exited hitstun removes the parry damage scaling.&lt;/li&gt;
&lt;li&gt;Burst (all variants)&lt;ul&gt;
&lt;li&gt;Burst meter now builds 75% as fast during neutral, and 50% as fast if you are aerial during neutral.&lt;/li&gt;
&lt;li&gt;No burst gain while Sadness is active.&lt;/li&gt;
&lt;li&gt;No longer flippable&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Burst Cancel&lt;ul&gt;
&lt;li&gt;Using Burst Cancel will slow Burst regeneration to 25% until your combo ends.&lt;/li&gt;
&lt;li&gt;No longer resets combo damage proration.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move for Ninja, Mutant, and modded characters: Super Fall&lt;ul&gt;
&lt;li&gt;Similar to Super Dash and Super Jump. Air move with some startup that sends you flying downward.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Whiff Cancel&lt;ul&gt;
&lt;li&gt;No longer prevents opponent parry.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Landing&lt;ul&gt;
&lt;li&gt;Is now interruptible on the opponents&amp;rsquo; turn when 4f or shorter. Does not apply when you are getting comboed obviously.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throw&lt;ul&gt;
&lt;li&gt;Range is reduced across the cast.&lt;/li&gt;
&lt;li&gt;IASA increased (15f -&amp;gt; 16f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Getup&lt;ul&gt;
&lt;li&gt;No longer flippable&lt;/li&gt;
&lt;li&gt;No longer counts as a &amp;ldquo;hurt&amp;rdquo; state, fixing some small inconsistencies.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Jump&lt;ul&gt;
&lt;li&gt;Jump forward now has 1 frame of jump-squat before leaving the ground.&lt;/li&gt;
&lt;li&gt;Full hop IASA increased (11f -&amp;gt; 12f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Block&lt;ul&gt;
&lt;li&gt;No longer causes sadness.&lt;/li&gt;
&lt;li&gt;You can no longer double jump or use most other aerial options the turn after air-blocking.&lt;/li&gt;
&lt;li&gt;Experimental block startup change that should help with a lot of the weird hitstop shenanigans. Probably extremely buggy and probably reintroduces old bugs - LMK&lt;/li&gt;
&lt;li&gt;Blocking a melee attack no longer consumes an air option.&lt;/li&gt;
&lt;li&gt;Is no longer minus on whiff during combos.&lt;/li&gt;
&lt;li&gt;You can no longer parry melee attacks the turn after whiffing block. Guard breaks will be automatically softblocked.&lt;/li&gt;
&lt;li&gt;Is no longer -1 on whiffing block.&lt;/li&gt;
&lt;li&gt;Block timing is now shown on the previous move display.&lt;/li&gt;
&lt;li&gt;Blockstun is now applied additively instead of reset to new value.&lt;/li&gt;
&lt;li&gt;Fixed bug where interrupting on the same turn you block a non-block-cancellable move allows you to punish the opponent on block.&lt;/li&gt;
&lt;li&gt;This is done by outright disabling any interrupt that might have been triggered before blocking on the same frame, so bugs may ensue.&lt;/li&gt;
&lt;li&gt;Fixed bug that forced unblockables when blocking a projectile on the 20th frame. Might cause other problems, lmk&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Push Block&lt;ul&gt;
&lt;li&gt;Increased pushback proc distance (110 -&amp;gt; 220)&lt;/li&gt;
&lt;li&gt;Fixed bug preventing push block after whiffed block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash Backward&lt;ul&gt;
&lt;li&gt;Fixed incorrect prediction&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Ninja&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Fixed a lot of ground-to-air and air-to-ground situations that didnt let you cancel into anything.&lt;/li&gt;
&lt;li&gt;Caltrops&lt;ul&gt;
&lt;li&gt;Ninjas can hit their own caltrops and smack em around now. Thanks VineRaio :)&lt;/li&gt;
&lt;li&gt;Attack launch angle is influenced by DI.&lt;/li&gt;
&lt;li&gt;Hitting your own caltrops with a melee attack automatically free-cancels the attack.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Boost&lt;ul&gt;
&lt;li&gt;reduced parry hitstop penalty (20f -&amp;gt; 10f)&lt;/li&gt;
&lt;li&gt;You can now stack stored momentum.&lt;/li&gt;
&lt;li&gt;Can only store one Boost at a time.&lt;/li&gt;
&lt;li&gt;Stored speed is reduced by 10%.&lt;/li&gt;
&lt;li&gt;Stored speed is reduced every frame in neutral, more quickly at higher values.&lt;/li&gt;
&lt;li&gt;Stored speed is reduced by 3.0 every time Ninja blocks or is hit.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Air Dash&lt;ul&gt;
&lt;li&gt;Anti-gravity effect no longer resets when hitting the opponent.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Jump Kick&lt;ul&gt;
&lt;li&gt;Projectile invulnerability startup increased (1f -&amp;gt; 2f)&lt;/li&gt;
&lt;li&gt;Projectile invulnerability is now on initiative only.&lt;/li&gt;
&lt;li&gt;Landing lag is now interruptible on the opponent&amp;rsquo;s turn.&lt;/li&gt;
&lt;li&gt;Now interrupts properly on exiting the landing state&lt;/li&gt;
&lt;li&gt;Added subtle sfx&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (all versions)&lt;ul&gt;
&lt;li&gt;No longer combos.&lt;/li&gt;
&lt;li&gt;Only the first hitbox is block punishable now.&lt;/li&gt;
&lt;li&gt;Blocking the first hit will make the 2nd block punishable as well.&lt;/li&gt;
&lt;li&gt;Aerial version now gets the block punishable change&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (aerial)&lt;ul&gt;
&lt;li&gt;2nd hit proration adjusted to match the 1st (0 -&amp;gt; 2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Grappling Hook&lt;ul&gt;
&lt;li&gt;Friction is now applied normally to Ninja when throwing the hook in neutral.&lt;/li&gt;
&lt;li&gt;Normalized attach position for all characters.&lt;/li&gt;
&lt;li&gt;Reduced projectile hook duration (300f -&amp;gt; 120f).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shuriken&lt;ul&gt;
&lt;li&gt;Falls to the ground after 120f.&lt;/li&gt;
&lt;li&gt;Throwing your shurikens at each other causes them to form a powered up version.&lt;ul&gt;
&lt;li&gt;The shuriken shrinks in size and damage (slightly) over time, until it disappears.&lt;/li&gt;
&lt;li&gt;You can swat the powered up version. This is affected by DI only when hit by the Ninja that spawned it. It also grants a free cancel for the attacker.&lt;/li&gt;
&lt;li&gt;Hitting the powered-up version with another shuriken increases its lifespan and size.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Increased aerial angle range.&lt;/li&gt;
&lt;li&gt;Grounded IASA increased (14f -&amp;gt; 16f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Summon (kunai)&lt;ul&gt;
&lt;li&gt;Kunai are now unparriable, no longer disappear on hit, and are projectile immune, but can be destroyed with melee attacks. Your melee attack automatically free-cancels when you hit one.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Substitution&lt;ul&gt;
&lt;li&gt;Drastically reduced sadness penalty&lt;/li&gt;
&lt;li&gt;Valid substitute distance from a projectile is determined by distance to the opponent instead of the player substituting, and the max horizontal distance is reduced (600px -&amp;gt; 300px).&lt;/li&gt;
&lt;li&gt;Neutral IASA increased (10f -&amp;gt; 15f)&lt;/li&gt;
&lt;li&gt;Is now interruptable starting on frame 10.&lt;/li&gt;
&lt;li&gt;Ninja now teleports to the center of the projectile instead of the very top.&lt;/li&gt;
&lt;li&gt;Now snaps to the ground when closer than 16 px.&lt;/li&gt;
&lt;li&gt;Now requires an air option during neutral.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Sticky Bomb&lt;ul&gt;
&lt;li&gt;Ninja no longer moves during the throw animation.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick (aerial)&lt;ul&gt;
&lt;li&gt;Reduced IASA (40f -&amp;gt; 22f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Slide Kick&lt;ul&gt;
&lt;li&gt;Projectile invulnerability is now on initiative only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Punch (grounded)&lt;ul&gt;
&lt;li&gt;Damage increased (300 -&amp;gt; 350)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Punch (aerial)&lt;ul&gt;
&lt;li&gt;Reduced IASA (22f -&amp;gt; 16f)&lt;/li&gt;
&lt;li&gt;Is now +0 on block (from +3)&lt;/li&gt;
&lt;li&gt;Can no longer be cancelled into itself.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Stomp&lt;ul&gt;
&lt;li&gt;Guard break damage proration adjusted (+1 -&amp;gt; +3)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dive Kick (grounded)&lt;ul&gt;
&lt;li&gt;Now transitions into a little hop when hitting Ninja&amp;rsquo;s own hittable projectiles. Only usable once before landing.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dive Kick (up versions)&lt;ul&gt;
&lt;li&gt;Moves faster.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Nun Chuk&lt;ul&gt;
&lt;li&gt;Projectile block pushback dramatically increased (1.0x -&amp;gt; 4.0x)&lt;/li&gt;
&lt;li&gt;Projectile is now +2 on block (from +3)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Chuk Heavy&lt;ul&gt;
&lt;li&gt;Reduced startup (7f -&amp;gt; 6f)&lt;/li&gt;
&lt;li&gt;Increased IASA (16f -&amp;gt; 19f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drop Kick&lt;ul&gt;
&lt;li&gt;Guard break is only on the first frame.&lt;/li&gt;
&lt;li&gt;No longer block-punishable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws (grounded)&lt;ul&gt;
&lt;li&gt;IASA increased (15f -&amp;gt; 19f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws (aerial, front/back)&lt;ul&gt;
&lt;li&gt;Knockback angle sends more downward now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Draw Cancel&lt;ul&gt;
&lt;li&gt;Draw cancel disables hit cancelling on block (buff)&lt;/li&gt;
&lt;li&gt;All draw cancels are delayed by 2 frames except for grounded horiz. slash and stinger.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New toggle: Drift&lt;ul&gt;
&lt;li&gt;Cowboy can use his own future attacks.&lt;/li&gt;
&lt;li&gt;Allows Cowboy to use grounded moves in the air or vice-versa, given a Foresight after-image is where Cowboy isn&amp;rsquo;t.&lt;/li&gt;
&lt;li&gt;Requires 1 bar of super.&lt;/li&gt;
&lt;li&gt;if Cowboy uses a grounded move in the air, this always destroys the after-image.&lt;/li&gt;
&lt;li&gt;Scales your meter gain during combos like most other supers&lt;/li&gt;
&lt;li&gt;Reified freshmilk tech (pasteurized)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New toggle: Sight.&lt;ul&gt;
&lt;li&gt;Adds a toggle when no Foresight is out. This spawns Foresight on top of Cowboy.&lt;/li&gt;
&lt;li&gt;Costs a bar of meter.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shift&lt;ul&gt;
&lt;li&gt;Now preserves Cowboy&amp;rsquo;s momentum&lt;/li&gt;
&lt;li&gt;Holding block while shifting forces Wait.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Air Dash&lt;ul&gt;
&lt;li&gt;Back and down versions are now 12f IASA (from 10f).&lt;/li&gt;
&lt;li&gt;Added 4f startup lag to back version.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Temporal Round&lt;ul&gt;
&lt;li&gt;Is now a level 2 super.&lt;/li&gt;
&lt;li&gt;No longer uses a bullet.&lt;/li&gt;
&lt;li&gt;Can be triggered early by using Shoot.&lt;/li&gt;
&lt;li&gt;You can attack your own frozen round.&lt;/li&gt;
&lt;li&gt;Attacking the frozen round causes it to shoot instead of disappear.&lt;/li&gt;
&lt;li&gt;Increased IASA (10f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;Hitting the frozen round with a melee attack automatically free-cancels the attack.&lt;/li&gt;
&lt;li&gt;Fast version is now hittable.&lt;/li&gt;
&lt;li&gt;Frozen bullet is no longer hittable from 2f before shooting.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Teleport&lt;ul&gt;
&lt;li&gt;Is now fully interruptible on the opponent&amp;rsquo;s turn.&lt;/li&gt;
&lt;li&gt;Increased IASA in neutral (10f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;Teleport angles during neutral are the same on the ground as they are in the air now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;1000 Cuts&lt;ul&gt;
&lt;li&gt;IASA increased (12f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;Using Teleport or Impale will end this move.&lt;/li&gt;
&lt;li&gt;New move: Fatal Cut&lt;ul&gt;
&lt;li&gt;Can end 1000 Cuts at any time with a fast, long-range hitbox.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Time Splitter&lt;ul&gt;
&lt;li&gt;End 1000 Cuts for 1 meter with a flashy teleport attack that hits from where you were to where you&amp;rsquo;re going.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Is no longer a drain super. Works like it used to.&lt;/li&gt;
&lt;li&gt;3rd hitbox always sends airborne now.&lt;/li&gt;
&lt;li&gt;Will be reworked down the line to be more interesting.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Gun Throw&lt;ul&gt;
&lt;li&gt;Horizontal knockback direction is determined by velocity.&lt;/li&gt;
&lt;li&gt;Gun hitbox is disabled when Cowboy enters hitstun.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Lasso&lt;ul&gt;
&lt;li&gt;No longer gets hit by other projectiles.&lt;/li&gt;
&lt;li&gt;Fixed bug causing a crash when 2 cowboys lasso each other at the same time.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Gun Pull&lt;ul&gt;
&lt;li&gt;When the gun is thrown, you can pull it back on command now. This refreshes the gun hitbox.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;3 Combo (down)&lt;ul&gt;
&lt;li&gt;Land cancel frame delayed (2f -&amp;gt; 4f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Downward Cleave (aerial)&lt;ul&gt;
&lt;li&gt;Land cancel frame delayed from 1f to 2f&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Foresight&lt;ul&gt;
&lt;li&gt;No longer treated as an aerial movement option for cancel purposes.&lt;/li&gt;
&lt;li&gt;Fixed infinite frozen bullet glitch (thanks VineRaio).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Impale&lt;ul&gt;
&lt;li&gt;Fixed the bug causing Cowboy to often turn around on hit&lt;/li&gt;
&lt;li&gt;Fixed the 2nd hit sometimes not applying properly (i just made the hitbox huge)&lt;/li&gt;
&lt;li&gt;Only scales the combo once now.&lt;/li&gt;
&lt;li&gt;Increased 2nd hit damage in neutral (1450 -&amp;gt; 1600)&lt;/li&gt;
&lt;li&gt;No longer hits projectiles.&lt;/li&gt;
&lt;li&gt;Damage proration adjusted (0 -&amp;gt; 2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shoot&lt;ul&gt;
&lt;li&gt;Bullet decays in damage and hitstun by 15% on each bounce.&lt;/li&gt;
&lt;li&gt;Can no longer be used from neutral stance after shooting.&lt;/li&gt;
&lt;li&gt;Added a holster toggle that lets you stay in gun stance after shooting.&lt;/li&gt;
&lt;li&gt;Removed temp round toggle.&lt;/li&gt;
&lt;li&gt;Bullets can now bounce off Foresight more than once.&lt;/li&gt;
&lt;li&gt;Bullets can bounce one more time.&lt;/li&gt;
&lt;li&gt;Bullets no longer randomly bounce off each other, and instead cancel each other out.&lt;/li&gt;
&lt;li&gt;Cowboy&amp;rsquo;s body now gets a hitbox if hit by their own bullet. This consumes the bullet.&lt;/li&gt;
&lt;li&gt;Opponent no longer controls the bullet&amp;rsquo;s ricochet angles after hitting it. DI still affects launch trajectory when hitting the bullet.&lt;/li&gt;
&lt;li&gt;Rifting a bullet returns ownership to the Cowboy who shot it.&lt;/li&gt;
&lt;li&gt;Fixed bullets losing their hitbox for long gaps when bouncing.&lt;/li&gt;
&lt;li&gt;Fixed bullets not hitting block under certain circumstances.&lt;/li&gt;
&lt;li&gt;Pushblocking any bullet causes causes it to freeze for 10f.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Point Blank&lt;ul&gt;
&lt;li&gt;Usable from Draw Cancel/Quick Draw.&lt;/li&gt;
&lt;li&gt;Unparriable.&lt;/li&gt;
&lt;li&gt;Melee-only move that consumes a bullet.&lt;/li&gt;
&lt;li&gt;Larger hitbox, +2 on block, still frame 4.&lt;/li&gt;
&lt;li&gt;5f active frames.&lt;/li&gt;
&lt;li&gt;High hitstun, low knockback. Easy combo starter.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Holster&lt;ul&gt;
&lt;li&gt;Increased IASA (10f -&amp;gt; 13f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Quick Draw&lt;ul&gt;
&lt;li&gt;No longer becomes interruptible on the opponent&amp;rsquo;s turn&lt;/li&gt;
&lt;li&gt;IASA reduced (14f -&amp;gt; 11f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spot Dodge&lt;ul&gt;
&lt;li&gt;No longer usable in gun stance.&lt;/li&gt;
&lt;li&gt;IASA increased (10f -&amp;gt; 11f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Horiz. Slash (up)&lt;ul&gt;
&lt;li&gt;is now +1 on block (from -1)&lt;/li&gt;
&lt;li&gt;Advances forward more.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Vert. Slash (aerial):&lt;ul&gt;
&lt;li&gt;Land cancel frame delayed (2f -&amp;gt; 4f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Upward Swipe (all versions)&lt;ul&gt;
&lt;li&gt;No longer draw-cancellable.&lt;/li&gt;
&lt;li&gt;Increased knockback (grounded 9 -&amp;gt; 12, aerial 5 -&amp;gt; 9)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Upward Swipe (aerial)&lt;ul&gt;
&lt;li&gt;Decreased hitstun (29f -&amp;gt; 22f)&lt;/li&gt;
&lt;li&gt;Fixed issue with this move always having upward momentum during combos.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Ankle Cutter&lt;ul&gt;
&lt;li&gt;It now pulls in just a little bit against block.&lt;/li&gt;
&lt;li&gt;Low profiles a little now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Pistol Whip&lt;ul&gt;
&lt;li&gt;Now guard breaks&lt;/li&gt;
&lt;li&gt;Reduced DI nudge modifier when used from neutral (1.0x -&amp;gt; 0.4x)&lt;/li&gt;
&lt;li&gt;Can&amp;rsquo;t be Burst Cancelled from neutral.&lt;/li&gt;
&lt;li&gt;Added some forward momentum when grounded&lt;/li&gt;
&lt;li&gt;Is no longer draw-cancellable.&lt;/li&gt;
&lt;li&gt;Increased startup (9f -&amp;gt; 11f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Pommel&lt;ul&gt;
&lt;li&gt;Gravity is applied during bleaps.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Stinger&lt;ul&gt;
&lt;li&gt;Increased knockback (11 -&amp;gt; 13)&lt;/li&gt;
&lt;li&gt;Hitstun reduced (inf -&amp;gt; 40f)&lt;/li&gt;
&lt;li&gt;Victim hitstop increased in neutral (10f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;Sends slightly lower now&lt;/li&gt;
&lt;li&gt;Widened hitbox&lt;/li&gt;
&lt;li&gt;Can be cancelled into foresight now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New Move: Gun Trick&lt;ul&gt;
&lt;li&gt;Hustle out of Gun. Holding it ends the stance.&lt;/li&gt;
&lt;li&gt;Not usable when Cowboy has initiative.&lt;/li&gt;
&lt;li&gt;Can&amp;rsquo;t be followed up with Spot Dodge.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws (aerial, front/back)&lt;ul&gt;
&lt;li&gt;Knockback angle sends more downward now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Hustle&lt;ul&gt;
&lt;li&gt;Decreased startup (24f -&amp;gt; 22f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Can no longer land-cancel while in Hover.&lt;/li&gt;
&lt;li&gt;Gravity has a bit less regeneration, and hover drains more.&lt;/li&gt;
&lt;li&gt;Gravity regeneration is dramatically reduced when depleted below the minimum amount required to use hover &amp;amp; fast fall.&lt;/li&gt;
&lt;li&gt;Now passively loses gravity while airborne.&lt;/li&gt;
&lt;li&gt;Block&lt;ul&gt;
&lt;li&gt;After blocking in the air, Wizard stops hovering and cannot hover or fast fall again until using a move other than Block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Telekinesis&lt;ul&gt;
&lt;li&gt;Added stomp hitbox.&lt;/li&gt;
&lt;li&gt;New followup: Redirect&lt;ul&gt;
&lt;li&gt;Can use Launch again to alter a projectile&amp;rsquo;s trajectory - costs 1 meter.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Orb&lt;ul&gt;
&lt;li&gt;Can be swatted around by either player. This unlocks the orb&amp;rsquo;s position as well.&lt;/li&gt;
&lt;li&gt;Pushblocking any Orb projectiles unlocks the orb and strongly pushes it away.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Orb Portal&lt;ul&gt;
&lt;li&gt;Only usable when Wizard is less than 640px horizontally away from or 200px below the orb&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Launch/Redirect&lt;ul&gt;
&lt;li&gt;IASA increased (11f -&amp;gt; 12f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spark Bomb&lt;ul&gt;
&lt;li&gt;Wizard now takes 6f extra hitstop when parried during the Spark buff.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Magic Dart&lt;ul&gt;
&lt;li&gt;Massively increased meter gain on parry&lt;/li&gt;
&lt;li&gt;Reduced hitstop (7f -&amp;gt; 4f)&lt;/li&gt;
&lt;li&gt;Now disappears after 240f.&lt;/li&gt;
&lt;li&gt;Landing this attack regains 1 Free Cancel.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Missile Form&lt;ul&gt;
&lt;li&gt;Vertical momentum gain is quartered if Wizard is fast falling.&lt;/li&gt;
&lt;li&gt;Vertical momentum gain is reduced by 25% when Benji hopping in neutral.&lt;/li&gt;
&lt;li&gt;Headbutt hitbox is now +2 on block (from +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Geyser&lt;ul&gt;
&lt;li&gt;No longer gains droplets from landing Burst.&lt;/li&gt;
&lt;li&gt;No longer deletes Caltrops.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (aerial, grounded down)&lt;ul&gt;
&lt;li&gt;Reduced hitbox size&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (grounded)&lt;ul&gt;
&lt;li&gt;Reduced pushback on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Tome Slap&lt;ul&gt;
&lt;li&gt;Orb dart trigger frame adjusted (12f -&amp;gt; 15f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick&lt;ul&gt;
&lt;li&gt;Increased move speed.&lt;/li&gt;
&lt;li&gt;Reduced low profile.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Mana Strike&lt;ul&gt;
&lt;li&gt;Pulls a blocking opponent toward you if you hit behind them.&lt;/li&gt;
&lt;li&gt;Orb dart trigger frame adjusted (13f -&amp;gt; 19f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Conjure Weapon&lt;ul&gt;
&lt;li&gt;Reduced damage (1400 -&amp;gt; 1200)&lt;/li&gt;
&lt;li&gt;Reduced pushback on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Confusing Touch&lt;ul&gt;
&lt;li&gt;Now gets beat by grabs on the same frame.&lt;/li&gt;
&lt;li&gt;No longer scales your combo.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;I&amp;rsquo;m 40% Tungsten: Robot now takes 20% less knockback.&lt;/li&gt;
&lt;li&gt;Damage reduction has been adjusted to 10% (from 15%).&lt;/li&gt;
&lt;li&gt;Now loses landing hitbox when an attack is blocked.&lt;/li&gt;
&lt;li&gt;Flight&lt;ul&gt;
&lt;li&gt;Replaced air options with a fuel meter. Attacking the opponent refills it, even on block. Passively refuels when grounded.&lt;/li&gt;
&lt;li&gt;Getting parried cancels flight.&lt;/li&gt;
&lt;li&gt;Flight is automatically toggled on when selecting a flight direction.&lt;/li&gt;
&lt;li&gt;Fall during Fly is now 11f IASA (from 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Landing&lt;ul&gt;
&lt;li&gt;fixed this move having way more IASA than intended when the hitbox doesnt come out.&lt;/li&gt;
&lt;li&gt;Launches Caltrops instead of deletes them.&lt;/li&gt;
&lt;li&gt;Melee hitbox is much smaller.&lt;/li&gt;
&lt;li&gt;Sends out a shockwave projectile on either side of Robot now. Move speed depends on Robot&amp;rsquo;s move speed. Projectile loses hitstun over time.&lt;/li&gt;
&lt;li&gt;Fixed inconsistency on shockwave hitbox activating.&lt;/li&gt;
&lt;li&gt;Removed landing lag penalty.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Step&lt;ul&gt;
&lt;li&gt;Flipped step no longer has backward movement IASA penalty.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Block&lt;ul&gt;
&lt;li&gt;After blocking in the air, Robot cannot fly until using a move other than Block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Dash&lt;ul&gt;
&lt;li&gt;Is now +0 (from +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Propel&lt;ul&gt;
&lt;li&gt;IASA increased (12f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;Drive cancel IASA increased (12f -&amp;gt; 14f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kill Process&lt;ul&gt;
&lt;li&gt;Invulnerability to melee attacks is now only on initiative. Robot keeps projectile invulnerability even without initiative, however.&lt;/li&gt;
&lt;li&gt;Increased invulnerability frames (9f -&amp;gt; 10f)&lt;/li&gt;
&lt;li&gt;Increased IASA (26f -&amp;gt; 32f)&lt;/li&gt;
&lt;li&gt;Whiffing this resets Robot&amp;rsquo;s momentum.&lt;/li&gt;
&lt;li&gt;Damage proration adjusted (0 -&amp;gt; 9001)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;LOIC&lt;ul&gt;
&lt;li&gt;Is now manually aimed (free action).&lt;/li&gt;
&lt;li&gt;Massively increased active time (3f -&amp;gt; variable (88f - 230f))&lt;/li&gt;
&lt;li&gt;No longer ignores projectile invulnerability&lt;/li&gt;
&lt;li&gt;Decreased LOIC meter gain.&lt;/li&gt;
&lt;li&gt;HUD Indicator doesn&amp;rsquo;t beep until you are at 2 bars, fixing prior incorrect behavior&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New Move: Launch&lt;ul&gt;
&lt;li&gt;Level 1 super.&lt;/li&gt;
&lt;li&gt;Fires 3 missiles. Requires 1/2 of Robot&amp;rsquo;s max fuel capacity. Does not hurt Robot.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Magnetize&lt;ul&gt;
&lt;li&gt;Oh my god&lt;/li&gt;
&lt;li&gt;It&amp;rsquo;s back&lt;/li&gt;
&lt;li&gt;Robot now magnetizes the remote bomb :P&lt;/li&gt;
&lt;li&gt;Landing a magnetized bomb will magnetize the opponent too.&lt;/li&gt;
&lt;li&gt;Not a super anymore&lt;/li&gt;
&lt;li&gt;16f IASA, interruptible on the opponent&amp;rsquo;s turn.&lt;/li&gt;
&lt;li&gt;Automatically ends when the bomb gets close enough&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Thunder Clap&lt;ul&gt;
&lt;li&gt;Once-per-combo hitstop buff increased (10f -&amp;gt; 15f)&lt;/li&gt;
&lt;li&gt;Has some throw invulnerability, with the same window as Command: Grab.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Command: Grab&lt;ul&gt;
&lt;li&gt;Whiff IASA reduced (32f -&amp;gt; 21f)&lt;/li&gt;
&lt;li&gt;Added hurtbox on outstretched arm.&lt;/li&gt;
&lt;li&gt;Increased startup on close hitbox (5f -&amp;gt; 7f)&lt;/li&gt;
&lt;li&gt;Reduced damage in neutral (2840 -&amp;gt; 2360)&lt;/li&gt;
&lt;li&gt;Adjusted hitbox to beat low-profile moves&lt;/li&gt;
&lt;li&gt;Extended throw invulnerability window to cover the hitbox.&lt;/li&gt;
&lt;li&gt;Damage proration adjusted (+0 -&amp;gt; +12) lol?&lt;/li&gt;
&lt;li&gt;Is no longer free-cancellable.&lt;/li&gt;
&lt;li&gt;Grounds the opponent one frame sooner.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Overflow&lt;ul&gt;
&lt;li&gt;Hitstun increased (15f -&amp;gt; 20f)&lt;/li&gt;
&lt;li&gt;Reduced damage (1650 -&amp;gt; 1300)&lt;/li&gt;
&lt;li&gt;Damage proration adjusted (1 -&amp;gt; 0)&lt;/li&gt;
&lt;li&gt;Is now a hitgrab, thus can be blocked.&lt;/li&gt;
&lt;li&gt;Is now a guard break, thus usually won&amp;rsquo;t be blocked.&lt;/li&gt;
&lt;li&gt;Is otherwise +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Bounds Check&lt;ul&gt;
&lt;li&gt;Is now a hitgrab, thus can be blocked.&lt;/li&gt;
&lt;li&gt;Is now a guard break, thus usually won&amp;rsquo;t be blocked.&lt;/li&gt;
&lt;li&gt;Is otherwise -1 on block.&lt;/li&gt;
&lt;li&gt;Fixed bug preventing Robot from flipping moves after whiffing this.&lt;/li&gt;
&lt;li&gt;You can once again fly during this move, but horizontal fly directions are nullified.&lt;/li&gt;
&lt;li&gt;Increased active frames (10f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;Removed projectile armor. Wait was this in the stable version or just unstable?&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Remote Bomb&lt;ul&gt;
&lt;li&gt;Can be shot downward when airborne&lt;/li&gt;
&lt;li&gt;Launch speed increased&lt;/li&gt;
&lt;li&gt;Projectile starts with hitbox active&lt;/li&gt;
&lt;li&gt;Fixed the hitbox on the projectile mistakenly being set to default hitbox parameters when unarmed. here are the important changes:&lt;ul&gt;
&lt;li&gt;Actually does damage on hit now (0 -&amp;gt; 800)&lt;/li&gt;
&lt;li&gt;Reduced hitstun (30f -&amp;gt; 14f)&lt;/li&gt;
&lt;li&gt;Reduced knockback (10 -&amp;gt; 8)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Some hitbox changes to make this not make robot&amp;rsquo;s combos completely insane now that he activates the hitbox immediately:&lt;ul&gt;
&lt;li&gt;Reduced projectile damage in combos (800 -&amp;gt; 500)&lt;/li&gt;
&lt;li&gt;Reduced projectile hitstun further in combos (14f -&amp;gt; 5f) (trust me it&amp;rsquo;s fine)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;No longer hitcancellable in neutral.&lt;/li&gt;
&lt;li&gt;Bomb becomes unparrpiable on detonate toggle a little later (1f -&amp;gt; 4f)&lt;/li&gt;
&lt;li&gt;Will not explode while the opponent is grabbed (HUGE BUFF???)&lt;/li&gt;
&lt;li&gt;Hitting this projectile with a melee attack automatically free-cancels the attack.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Try-Catch&lt;ul&gt;
&lt;li&gt;Is now a hitgrab, thus can be blocked.&lt;/li&gt;
&lt;li&gt;Now pulls in the opponent on block.&lt;/li&gt;
&lt;li&gt;Is +1 on block.&lt;/li&gt;
&lt;li&gt;Increased IASA on landing back toggle version (50f -&amp;gt; 57f)&lt;/li&gt;
&lt;li&gt;Is actually 9f in neutral now (from 7f; this is a buff to parry timing mixups).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Vacuum&lt;ul&gt;
&lt;li&gt;Far hitbox no longer hitcancels on block (buff).&lt;/li&gt;
&lt;li&gt;Increased startup (12f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;Now pulls the opponent in when blocking the far hitbox.&lt;/li&gt;
&lt;li&gt;Reduced windbox pull strength&lt;/li&gt;
&lt;li&gt;Reduced hitbox distance&lt;ul&gt;
&lt;li&gt;Removed deadzone&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Is now +2 on block (from -2).&lt;/li&gt;
&lt;li&gt;Demoted from special attack to normal attack.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Keypunch&lt;ul&gt;
&lt;li&gt;new 4f jab to replace Spin Cycle as Robot&amp;rsquo;s fastest normal.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Concussive Blast&lt;ul&gt;
&lt;li&gt;Is now +1 on block (from +0)&lt;/li&gt;
&lt;li&gt;Can hit-cancel into itself once again.&lt;/li&gt;
&lt;li&gt;Adjusted proration (+0 -&amp;gt; +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Ping&lt;ul&gt;
&lt;li&gt;reduced IASA (18 -&amp;gt; 15)&lt;/li&gt;
&lt;li&gt;Now pulls in the opponent on block.&lt;/li&gt;
&lt;li&gt;Is now +2 on block (from +0)&lt;/li&gt;
&lt;li&gt;Adjusted damage proration (1 -&amp;gt; 0)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Crash&lt;ul&gt;
&lt;li&gt;No longer hitcancels on block.&lt;/li&gt;
&lt;li&gt;Reduced block pushback.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Earthquake&lt;ul&gt;
&lt;li&gt;No longer throws the wrong way when hitting from behind.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spin Cycle&lt;ul&gt;
&lt;li&gt;Initiative effect: Becomes invulnerable to aerial attacks frames 5-15.&lt;/li&gt;
&lt;li&gt;Increased startup (4f -&amp;gt; 7f)&lt;/li&gt;
&lt;li&gt;Adjusted hitbox to hit slightly lower (catches Mutant low profile dash).&lt;/li&gt;
&lt;li&gt;Is now +0 on block (from -2).&lt;/li&gt;
&lt;li&gt;Reduced IASA (30f -&amp;gt; 20f)&lt;/li&gt;
&lt;li&gt;Increased hitstun (21f -&amp;gt; 26f)&lt;/li&gt;
&lt;li&gt;Damage proration adjusted (2 -&amp;gt; 1)&lt;/li&gt;
&lt;li&gt;Always sends the opponent airborne.&lt;/li&gt;
&lt;li&gt;Hitboxes now match the animation (reduced active frames on each 4f -&amp;gt; 3f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick User&lt;ul&gt;
&lt;li&gt;Reduced damage (1050 -&amp;gt; 950)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Optical Beam (aerial)&lt;ul&gt;
&lt;li&gt;Reduced hitstun (30f -&amp;gt; 25f)&lt;/li&gt;
&lt;li&gt;Knockback sends slightly higher and further&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Optical Beam (both versions)&lt;ul&gt;
&lt;li&gt;Adjusted damage (600, 900 -&amp;gt; 550, 800)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws (all)&lt;ul&gt;
&lt;li&gt;Adjusted damage from neutral (1700 -&amp;gt; 1500)&lt;/li&gt;
&lt;li&gt;Reduced hitstun (30f -&amp;gt; 22f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws (grounded)&lt;ul&gt;
&lt;li&gt;No longer ground bounce, you can have some oki now as a treat.&lt;/li&gt;
&lt;li&gt;Increased knockback (14f -&amp;gt; 26f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws (aerial)&lt;ul&gt;
&lt;li&gt;No longer ground bounce in neutral.&lt;/li&gt;
&lt;li&gt;Reduced damage in combos (950 -&amp;gt; 750)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drive&lt;ul&gt;
&lt;li&gt;No longer low-profiles so severely&lt;/li&gt;
&lt;li&gt;Boost&lt;ul&gt;
&lt;li&gt;Is now +0 on block.&lt;/li&gt;
&lt;li&gt;Increased startup (5f -&amp;gt; 6f) (buff to parry timing mixup)&lt;/li&gt;
&lt;li&gt;Invulnerability starts on frame 2 now, and requires initiative.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Forward&lt;ul&gt;
&lt;li&gt;Increased IASA (10f -&amp;gt; 12f)&lt;/li&gt;
&lt;li&gt;Is now punishable on parry&lt;/li&gt;
&lt;li&gt;Sustains 3f extra hitstop on parry&lt;/li&gt;
&lt;li&gt;Reduced velocity-based meter gain modifier (1.0x -&amp;gt; 0.80x)&lt;/li&gt;
&lt;li&gt;Using this after Backward causes Robot to stall for a bit (resets momentum, +6f startup)&lt;/li&gt;
&lt;li&gt;Fixed particle&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Backward&lt;ul&gt;
&lt;li&gt;Increased IASA (10f -&amp;gt; 12f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flip&lt;ul&gt;
&lt;li&gt;Renamed to Jump Start&lt;/li&gt;
&lt;li&gt;Increased startup (4f -&amp;gt; 5f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Clutch&lt;ul&gt;
&lt;li&gt;Increased startup (4f -&amp;gt; 6f)&lt;/li&gt;
&lt;li&gt;Adjusted damage proration (0 -&amp;gt; 2)&lt;/li&gt;
&lt;li&gt;Added new icon&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drift&lt;ul&gt;
&lt;li&gt;Is now hit-cancellable&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.9.0</guid></item><item><title>1.8.5</title><link>https://ivysly.com/hustle/patchnotes/1.8.5</link><description>&lt;ul&gt;
&lt;li&gt;Just a quick bugfix and small balance update to tackle some of the bigger more obvious problems.&lt;/li&gt;
&lt;li&gt;Possibly fixed landing-related prediction errors. This might cause some changes to landing IASA.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Fixed Block not working after Pushblock.&lt;/li&gt;
&lt;li&gt;Sadness gain is reduced for the player with less health, proportional to the difference.&lt;/li&gt;
&lt;li&gt;You can no longer whiff cancel after your opponent blocks a block-punishable move.&lt;/li&gt;
&lt;li&gt;Super Jump&lt;ul&gt;
&lt;li&gt;Now tracks your opponent during neutral but is un-angleable.&lt;/li&gt;
&lt;li&gt;Fully angleable in 🅱️ombos.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Block&lt;ul&gt;
&lt;li&gt;Air blocking multiple consecutive melee attacks won&amp;rsquo;t drain your air options more than once.&lt;/li&gt;
&lt;li&gt;Whiffing Block puts you at -1 block advantage.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Ninja&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Store Momentum&lt;ul&gt;
&lt;li&gt;Reduced IASA (15f -&amp;gt; 13f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (grounded)&lt;ul&gt;
&lt;li&gt;Is now immune to aerial attacks while the hitbox is out.&lt;/li&gt;
&lt;li&gt;Increased vertical gain.&lt;/li&gt;
&lt;li&gt;Has 1 more active frame.&lt;/li&gt;
&lt;li&gt;Second hitbox also has +2 proration like the first one.&lt;/li&gt;
&lt;li&gt;No longer cancels early vs block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Nun Chuk (up)&lt;ul&gt;
&lt;li&gt;No longer hitcancels on block (buff).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Jump Kick&lt;ul&gt;
&lt;li&gt;No longer hitcancels on block when started from the ground or blocked by a grounded opponent (buff).&lt;/li&gt;
&lt;li&gt;Landing is now projectile invulnerable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Shift&lt;ul&gt;
&lt;li&gt;Reduced sadness penalty&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Rift&lt;ul&gt;
&lt;li&gt;Is now +0 on block (from +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Foresight&lt;ul&gt;
&lt;li&gt;Increased IASA (13f -&amp;gt; 14f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Temporal Round&lt;ul&gt;
&lt;li&gt;Auto-aims at the opponent&amp;rsquo;s center, not their feet.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Gun Throw&lt;ul&gt;
&lt;li&gt;Shoots 1 frame faster after hitting (20f -&amp;gt; 18f).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shoot/Temporal Round&lt;ul&gt;
&lt;li&gt;Bullet chip modifier increased &lt;em&gt;before&lt;/em&gt; ricochet (0.67x -&amp;gt; 0.75)&lt;/li&gt;
&lt;li&gt;Bullet chip modifier decreased &lt;em&gt;after&lt;/em&gt; ricochet (0.67x -&amp;gt; 0.37)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Horiz. Slash (up)&lt;ul&gt;
&lt;li&gt;No longer hitcancels on block (buff).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Bolt of Magma&lt;ul&gt;
&lt;li&gt;No longer hitcancels on block (buff).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Missile Form&lt;ul&gt;
&lt;li&gt;Triggers Orb Dart again.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Currently Robot&amp;rsquo;s playstyle is defined by choosing extremely safe options that have higher reward than the other characters&amp;rsquo;. The risk should more closely match the reward.&lt;/li&gt;
&lt;li&gt;Fixed blockstun not being applied to Robot when blocking after autoguard.&lt;/li&gt;
&lt;li&gt;Can no longer fly and parry melee attacks at the same time. Can still fly + block and parry projectiles.&lt;/li&gt;
&lt;li&gt;Blocking a melee attack disables flight.&lt;/li&gt;
&lt;li&gt;Overflow&lt;ul&gt;
&lt;li&gt;Making this move act more like an air-to-ground Command: Grab instead of the overwhelmingly powerful combo starter it is right now. You can still combo if the opponent DIs poorly, but it&amp;rsquo;s no longer a free 6k damage.&lt;/li&gt;
&lt;li&gt;Increased damage (1250 -&amp;gt; 1650)&lt;/li&gt;
&lt;li&gt;Proration adjusted (0 -&amp;gt; 1)&lt;/li&gt;
&lt;li&gt;Hitstun reduced (20f -&amp;gt; 15f)&lt;/li&gt;
&lt;li&gt;Increased hurtbox size&lt;/li&gt;
&lt;li&gt;Decreased hitbox size&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Optical Beam (grounded)&lt;ul&gt;
&lt;li&gt;No longer hitcancels on block (buff)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Step&lt;ul&gt;
&lt;li&gt;Is now +0 on block (from +1).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spin Cycle&lt;ul&gt;
&lt;li&gt;Is now -2 on block (from -1).&lt;/li&gt;
&lt;li&gt;Reduced damage per hit (480 -&amp;gt; 300)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.8.5</guid></item><item><title>test</title><link>https://ivysly.com/hustle/patchnotes/testpatch</link><description>&lt;p&gt;test&lt;/p&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/testpatch</guid></item><item><title>1.9.19</title><link>https://ivysly.com/hustle/patchnotes/1.9.19</link><description>&lt;ul&gt;
&lt;li&gt;Lobbies no longer default to custom characters being enabled. This is to promote a similar balance of modded to vanilla lobbies to before character loader was merged into base game, as modded lobbies have become a dominant majority and vanilla players are finding it difficult to find games.&lt;ul&gt;
&lt;li&gt;You can now filter lobbies by whether or not they use custom characters.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Increased global aesthetic freeze frames modifier on hit, just a little.&lt;/li&gt;
&lt;/ul&gt;
&lt;h1&gt;Character Changes&lt;/h1&gt;
&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Getting hit out of a super within 3 frames will now grant you half of the super meter you lost.&lt;/li&gt;
&lt;li&gt;You can no longer die from Sadness.&lt;/li&gt;
&lt;li&gt;Counter-hit changes&lt;ul&gt;
&lt;li&gt;Basically every neutral interaction ends with a counter-hit, so I&amp;rsquo;m toning down the reward.&lt;/li&gt;
&lt;li&gt;Counter-hit attacks now do 10% extra damage.&lt;/li&gt;
&lt;li&gt;Extra hitstun on counter-hit has been removed (5f -&amp;gt; 0f).&lt;/li&gt;
&lt;li&gt;Extra hitstop on counter-hit has been removed (3f -&amp;gt; 0f).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Ninja&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Made Ninja&amp;rsquo;s toggles more visually consistent with the rest of the cast.&lt;/li&gt;
&lt;li&gt;Super Fall&lt;ul&gt;
&lt;li&gt;Disables Pull while active.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dive Kick (grounded)&lt;ul&gt;
&lt;li&gt;Up version changes&lt;ul&gt;
&lt;li&gt;Incurs +8 frames hitstop when parried&lt;/li&gt;
&lt;li&gt;Transitions into a recovery animation after a short time&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dive Kick (aerial)&lt;ul&gt;
&lt;li&gt;Reduced startup when Ninja has no Initiative (12f -&amp;gt; 9f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Boost&lt;ul&gt;
&lt;li&gt;Removed stack exploit that regenerated decayed boost.&lt;/li&gt;
&lt;li&gt;No longer decays under a speed of 8.&lt;/li&gt;
&lt;li&gt;No longer decays when Ninja is hit or blocks.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Grappling Hook&lt;ul&gt;
&lt;li&gt;using Pull now uncaps Ninja&amp;rsquo;s speed.&lt;/li&gt;
&lt;li&gt;Added back the extra momentum in neutral.&lt;/li&gt;
&lt;li&gt;Removed pull + block. Too safe!&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Whip Wave&lt;ul&gt;
&lt;li&gt;Added 6f extra hitstop when parried&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Summon&lt;ul&gt;
&lt;li&gt;Forward kunai summon spawns 1 pixel higher.&lt;ul&gt;
&lt;li&gt;This move was terrorizing the Robot matchup.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Stomp&lt;ul&gt;
&lt;li&gt;Increased hitstun (30f -&amp;gt; 31f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Sweep&lt;ul&gt;
&lt;li&gt;Ninja is now moved forward 16px on hit.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Time Splitter&lt;ul&gt;
&lt;li&gt;Why did this 4 meter super do no damage lol&lt;/li&gt;
&lt;li&gt;Increased damage (1450 -&amp;gt; 2000)&lt;/li&gt;
&lt;li&gt;Increased minimum damage (600 -&amp;gt; 1000)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Updated gravity bar visuals.&lt;/li&gt;
&lt;li&gt;Orb&lt;ul&gt;
&lt;li&gt;Orb Portal&lt;ul&gt;
&lt;li&gt;No longer scales meter during combos.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Can&amp;rsquo;t be locked for 20 frames after getting unlocked by Push Block.&lt;/li&gt;
&lt;li&gt;Dart&lt;ul&gt;
&lt;li&gt;Damage proration adjusted (+0 -&amp;gt; +2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Swords&lt;ul&gt;
&lt;li&gt;Damage proration adjusted (+0 -&amp;gt; +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Lightning&lt;ul&gt;
&lt;li&gt;Damage proration adjusted (+0 -&amp;gt; +2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Telekinesis&lt;ul&gt;
&lt;li&gt;Stomp hitbox hits OTG now lmao.&lt;/li&gt;
&lt;li&gt;Updated visuals to match the hitbox (why was it like that?).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Fast Fall&lt;ul&gt;
&lt;li&gt;Removed fast fall + block. Too safe!&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Back Dash&lt;ul&gt;
&lt;li&gt;Reduced speed (8 -&amp;gt; 7)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Mana Dart&lt;ul&gt;
&lt;li&gt;Increased damage in neutral (800 -&amp;gt; 900)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flame Wave&lt;ul&gt;
&lt;li&gt;Now has a 30 frame cooldown after the flame dissipates.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Confusing Touch&lt;ul&gt;
&lt;li&gt;Fixed bug making this invisibly less safe than it should be.&lt;/li&gt;
&lt;li&gt;Can now be blocked and parried.&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (grounded, down)&lt;ul&gt;
&lt;li&gt;No longer hitcancels on block.&lt;/li&gt;
&lt;li&gt;Can now be followed up into another aerial icicle.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Robot&amp;rsquo;s knockback reduction no longer reduces Burst knockback.&lt;/li&gt;
&lt;li&gt;Robot now stops flying during Burst and grab techs.&lt;/li&gt;
&lt;li&gt;Landing&lt;ul&gt;
&lt;li&gt;Shockwave charge is lost when Robot&amp;rsquo;s melee attacks are parried.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Step&lt;ul&gt;
&lt;li&gt;Is now -1 on block (from +0). it&amp;rsquo;s still a low so it&amp;rsquo;s effectively +1 now instead of +2. i am hesitant to nerf step like this, but it is one of the strongest tools in the game and +2 is very high reward for the low risk. i think this is a tame solution.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Propel&lt;ul&gt;
&lt;li&gt;Holding while drive is toggled will no longer cancel the transformation.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Magnetize&lt;ul&gt;
&lt;li&gt;IASA reduced in combos (16f -&amp;gt; 8f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flamethrower&lt;ul&gt;
&lt;li&gt;Is now a low. I don&amp;rsquo;t give a fuck&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Bounds Check&lt;ul&gt;
&lt;li&gt;Flipping this move in neutral now has a sadness penalty.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Try-Catch&lt;ul&gt;
&lt;li&gt;Is now +2 on block (from +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Ping&lt;ul&gt;
&lt;li&gt;Increased hitstun in neutral (12f -&amp;gt; 14f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Earthquake&lt;ul&gt;
&lt;li&gt;No longer has extra knockback after Bounds Check.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick User (grounded)&lt;ul&gt;
&lt;li&gt;added another hitbox closer to robot and extended upward a bit.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Mutant&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;For a low-damage character, Mutant was dealing too much damage. I&amp;rsquo;ve decreased it in some areas, and improved it in others.&lt;/li&gt;
&lt;li&gt;Lots and lots of QOL for mutant this patch, I think this character will be eating good.&lt;/li&gt;
&lt;li&gt;Now gains 1 charge of Juke on parry&lt;/li&gt;
&lt;li&gt;Up Juke no longer uses an extra air option on moves that already consume one.&lt;/li&gt;
&lt;li&gt;Mutant is now refunded half a Juke charge if hit by burst on the same turn in a combo.&lt;/li&gt;
&lt;li&gt;Burst Cancel&lt;ul&gt;
&lt;li&gt;Mutant can now Burst Cancel after hitting most attacks, even if they don&amp;rsquo;t hit-cancel.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Rebirth&lt;ul&gt;
&lt;li&gt;Damage increased (1250 -&amp;gt; 1450)&lt;/li&gt;
&lt;li&gt;Minimum damage increased (300 -&amp;gt; 500)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Caustic Barrage&lt;ul&gt;
&lt;li&gt;Reduced combo damage (200 -&amp;gt; 150)&lt;/li&gt;
&lt;li&gt;Reduced minimum damage (50 -&amp;gt; 40)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Air Dash&lt;ul&gt;
&lt;li&gt;Mutant gains a Juke pip on frame 5 of a full (100) air dash.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;H. Acid Slash&lt;ul&gt;
&lt;li&gt;Increased hitstun in neutral (38f -&amp;gt; 46f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;V. Acid Slash&lt;ul&gt;
&lt;li&gt;Is now a guard break. Mutant needed a decent air-to-ground tool.&lt;/li&gt;
&lt;li&gt;Reduced knockback (15 -&amp;gt; 12)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Caustic Spike&lt;ul&gt;
&lt;li&gt;Reduced IASA in neutral (22f -&amp;gt; 20f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shockwave&lt;ul&gt;
&lt;li&gt;Reduced combo damage on projectile (750 -&amp;gt; 600)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Sneak Attack&lt;ul&gt;
&lt;li&gt;Improved tracking.&lt;/li&gt;
&lt;li&gt;Crossing through the opponent resets Mutant&amp;rsquo;s vertical momentum.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Corkscrew&lt;ul&gt;
&lt;li&gt;You should be able to finish the animation after hitting the opponent by holding now. That you couldn&amp;rsquo;t do this before was a bug.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Leap Slash&lt;ul&gt;
&lt;li&gt;Leap slash was the last move to be added to mutant, and it was a total band-aid move that I always felt was way too strong for the character and the vanilla cast as a whole. This move was making many characters&amp;rsquo; aerial gameplans completely unsafe for little risk on Mutant&amp;rsquo;s part and making combo routing far too consistent for the mix and oki mutant has. With more buffs to that mix and oki this patch, i don&amp;rsquo;t think it makes sense to leave this as-is.&lt;/li&gt;
&lt;li&gt;Reduced forward momentum on forward leap slash.&lt;/li&gt;
&lt;li&gt;Reduced speed by 25% when used in the air and 15% on the ground.&lt;/li&gt;
&lt;li&gt;Is now up-jukeable from the ground.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shred (both versions)&lt;ul&gt;
&lt;li&gt;DI Nudge has a drastically lower effect until the last hit.&lt;/li&gt;
&lt;li&gt;Landing hitbox always comes out during combos.&lt;/li&gt;
&lt;li&gt;Last hit no longer vacuums, instead it sends away from Mutant.&lt;/li&gt;
&lt;li&gt;Increased knockback on last hit (5/6 -&amp;gt; 8)&lt;/li&gt;
&lt;li&gt;Last hit sends airborne.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shred (grounded)&lt;ul&gt;
&lt;li&gt;Fixed bug where this was able to hit unparriable in 2f sometimes.&lt;/li&gt;
&lt;li&gt;The first hit now pulls the opponent on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash Attack&lt;ul&gt;
&lt;li&gt;Forward version 2nd hitbox is active for one more frame (2f -&amp;gt; 3f)&lt;/li&gt;
&lt;li&gt;Back version is now +1 on block (from -1).&lt;/li&gt;
&lt;li&gt;Back version no longer hitcancels on block.&lt;/li&gt;
&lt;li&gt;Back version now goes through the opponent.&lt;/li&gt;
&lt;li&gt;Back version resets momentum on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Swipe (low)&lt;ul&gt;
&lt;li&gt;Reduced pushback on block&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shred&lt;ul&gt;
&lt;li&gt;Fixed bug where this was still able to hit unparriable in 2f sometimes.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick (grounded)&lt;ul&gt;
&lt;li&gt;Increased victim hitstop (7f -&amp;gt; 9f in neutral, 11f in combo)&lt;/li&gt;
&lt;li&gt;Hurtbox shifts earlier (f11 -&amp;gt; f7), is smaller, and shifted higher up.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash Attack (forward)&lt;ul&gt;
&lt;li&gt;Does not land-cancel until frame 9&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Forward/Back Throw (grounded)&lt;ul&gt;
&lt;li&gt;Gravity increased by 1.2x, meaning Mutant now ends the animation grounded.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.9.19</guid></item><item><title>1.10.0</title><link>https://ivysly.com/hustle/patchnotes/1.10.0</link><description>&lt;h2&gt;New Stuff&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;New community event system :) Community events now show up in the top right corner of the screen on the main menu. people with the Tournament Organizer role in the official discord server should check out the /event and /help commands (look for the robot icon) to get their own community events shown in the game.&lt;/li&gt;
&lt;li&gt;Customization changes&lt;ul&gt;
&lt;li&gt;Custom styles can now have 3 auras.&lt;/li&gt;
&lt;li&gt;Added new custom style hitsparks.&lt;/li&gt;
&lt;li&gt;Added new hitspark editor.&lt;/li&gt;
&lt;li&gt;Added new aura customization options&lt;ul&gt;
&lt;li&gt;Auras can now be attached to individual body parts.&lt;/li&gt;
&lt;li&gt;Auras can now be dynamically triggered during certain game states and events.&lt;/li&gt;
&lt;li&gt;You can now cap the framerate of auras (1-60fps or uncapped)&lt;/li&gt;
&lt;li&gt;Added &amp;ldquo;flip with character&amp;rdquo; toggle. When disabled, the aura won&amp;rsquo;t mirror when the character turns around.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Added credits to styles, visible in the customization menu.&lt;/li&gt;
&lt;li&gt;Added the ability to save styles you see in the pause menu.&lt;ul&gt;
&lt;li&gt;Styles can now be made private, for people who don&amp;rsquo;t want their styles saved by others. Warning: this feature is only for little babies&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Added several miscellaneous new aura options&lt;/li&gt;
&lt;li&gt;Updated UI to be more manageable.&lt;/li&gt;
&lt;li&gt;Slightly increased some slider caps and ranges&lt;/li&gt;
&lt;li&gt;Some general QOL fixes&lt;/li&gt;
&lt;li&gt;Added some meta personalization, specifically a custom name color, in the options menu.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Added experimental functionality to multiplayer lobbies: resume a saved replay with your opponent.&lt;/li&gt;
&lt;li&gt;New multiplayer timer options:&lt;ul&gt;
&lt;li&gt;None&lt;ul&gt;
&lt;li&gt;Self explanatory&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Increment&lt;ul&gt;
&lt;li&gt;Like chess timer, but every turn, a static amount of time is added to the timer for both players. If you run out of time, you will be in &amp;ldquo;timer debt&amp;rdquo; and will not gain more time until you have made it up.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Default starting distance increased to 125 (from 55).&lt;/li&gt;
&lt;li&gt;New game setting: &amp;ldquo;Show Last DI State&amp;rdquo; (on by default). displays your and your opponents&amp;rsquo; DI from the last turn.&lt;/li&gt;
&lt;li&gt;Added asymmetrical health &amp;amp; meter lobby settings.&lt;/li&gt;
&lt;li&gt;Popup menu now uses the game theme (thanks fleig for the icons - im really that lazy huh)&lt;/li&gt;
&lt;li&gt;Modloader: added button sounds, Mutant sprite overwrite support, refactored sound loading, updated credits. (thanks fleig!)&lt;/li&gt;
&lt;li&gt;Some new QOL replay search &amp;amp; filter features.&lt;/li&gt;
&lt;li&gt;You can now mute/block other players by clicking on their avatar or name (in chat). blocking is a persistent mute that auto-rejects all challenge requests.&lt;/li&gt;
&lt;li&gt;Lobby match previews now show more relevant data, like healthbars and number of spectators.&lt;/li&gt;
&lt;li&gt;You can now view a list of players spectating your match.&lt;/li&gt;
&lt;li&gt;Chat history is now persistent, and you will receive much or all of the chat history when joining a server.&lt;/li&gt;
&lt;li&gt;By clicking your own challenge button in the steam lobby, you can set your status to &amp;ldquo;busy&amp;rdquo; and nobody will be able to challenge you.&lt;/li&gt;
&lt;li&gt;Backup replays are automatically stored every turn.&lt;/li&gt;
&lt;li&gt;Added option to cap the framerate to 60fps.&lt;/li&gt;
&lt;li&gt;Added vsync option.&lt;/li&gt;
&lt;li&gt;Added audio sliders to the options (thanks fleig)&lt;/li&gt;
&lt;li&gt;Added 0.75x speed playback option.&lt;/li&gt;
&lt;li&gt;Added 0.5x prediction speed option&lt;/li&gt;
&lt;li&gt;Improvement to the slow motion camera - now is framerate locked with the replay.&lt;/li&gt;
&lt;li&gt;Super moves now show the super level.&lt;/li&gt;
&lt;li&gt;Added hotkeys and more hotkey remapping settings, found in the options menu&lt;/li&gt;
&lt;li&gt;You can now nudge XY plot values with arrow keys (credit to Ace of Shades and BLOODWIING).&lt;/li&gt;
&lt;li&gt;You can now restart the replay while watching it, or between turns.&lt;/li&gt;
&lt;li&gt;The burst meter now shows the whiff cancel threshold.&lt;/li&gt;
&lt;li&gt;F1 toggle now hides other UI elements that previously weren&amp;rsquo;t being hidden.&lt;/li&gt;
&lt;li&gt;Ctrl+S will save replay now without having to open the pause menu and click.&lt;/li&gt;
&lt;li&gt;New game setting: Burst Parry Damage&lt;ul&gt;
&lt;li&gt;Combo damage scaling after parrying burst is now a distinct parameter from damage scaling after parrying any other melee attack. both still default to 0.85.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Added option to display precise health count.&lt;/li&gt;
&lt;li&gt;Stole the QOL mod feature that shows next-turn information in a more readable place. optional, disabled by default. thanks fleig&lt;/li&gt;
&lt;li&gt;Lobby settings can now be permanently locked, such that even server owners can&amp;rsquo;t change them.&lt;/li&gt;
&lt;li&gt;Improvement to speed lines&amp;rsquo; stability. also they fade out near the characters now, not the center of the screen.&lt;/li&gt;
&lt;li&gt;Unparriable projectile hitboxes now appear a magenta color.&lt;/li&gt;
&lt;li&gt;Can cancel spectate requests now.&lt;/li&gt;
&lt;li&gt;Playback hotkeys can be used without the playback window. Must be changed in the settings.&lt;/li&gt;
&lt;li&gt;Default lobby size is now 32 players.&lt;/li&gt;
&lt;li&gt;Max lobby size is now 64 players (experimental, might roll this back for performance reasons).&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Bug Fixes&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Possible fix to the game wiping save data&lt;/li&gt;
&lt;li&gt;Experimental fix to inconsistent projectile clashing behaviors.&lt;/li&gt;
&lt;li&gt;During combos, the DI wheel now correctly displays the modifier value of the &lt;em&gt;next hit&lt;/em&gt;, not the last one.&lt;/li&gt;
&lt;li&gt;Experimental improvements to prediction correctness.&lt;/li&gt;
&lt;li&gt;fixed block not working after pushblocking if you had previously whiffed a block during a combo.&lt;/li&gt;
&lt;li&gt;merged some bugfixes from TriMay and ddf9795. thanks!&lt;/li&gt;
&lt;li&gt;merged more QoL and bug fixes by emythegremlin. thankyou!&lt;/li&gt;
&lt;li&gt;Rematch menu now hidden if the opponent re-syncs (fix courtesy of casual-ty)&lt;/li&gt;
&lt;li&gt;Experimental fix to multiplayer netcode stability - hopefully fewer stuck games?&lt;/li&gt;
&lt;li&gt;Fixed bug preventing replays saved from spectator mode from being editable.&lt;/li&gt;
&lt;li&gt;Fixed incorrect mouse-position calculations when the camera is zoomed in or out&lt;/li&gt;
&lt;li&gt;Experimental solution to projectile parry chain prediction bug incorrectly showing the character being able to parry a projectile after the chain window ends.&lt;/li&gt;
&lt;li&gt;Ninja&amp;rsquo;s Pull and Robot&amp;rsquo;s LOIC direction can no longer be changed while not actionable.&lt;/li&gt;
&lt;li&gt;fixed client-side prediction desync with Ninja&amp;rsquo;s pull and Robot&amp;rsquo;s fly toggles.&lt;/li&gt;
&lt;li&gt;Experimental fix to modded characters showing up as &amp;ldquo;Null&amp;rdquo;&lt;/li&gt;
&lt;li&gt;Fixed bug where angled attacks give extra meter.&lt;/li&gt;
&lt;li&gt;Fixed bug where whiffing throw would later cause throw tech to fail.&lt;/li&gt;
&lt;li&gt;Fixed bug where whiffing block would later cause block to fail.&lt;/li&gt;
&lt;li&gt;Fixed super effect showing at the wrong position.&lt;/li&gt;
&lt;li&gt;Experimental performance improvements when lots of objects are added to the game. might break some interactions, esp with projectiles.&lt;/li&gt;
&lt;li&gt;Possible fix to the replay challenge/resync feature breaking during combos&lt;/li&gt;
&lt;li&gt;Fixed the character select screen not showing extra style colors on character portraits&lt;/li&gt;
&lt;li&gt;Proration should now be decided on the first hit, not the last, of multihit attacks.&lt;/li&gt;
&lt;li&gt;Possibly fixed 0 start distance bug&lt;/li&gt;
&lt;li&gt;Added a lot of hooks for mod makers.&lt;/li&gt;
&lt;li&gt;Experimental memory leak fix (thank you Furious)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Major focus on reducing general combo damage and reducing swingy gameplay for all characters. Games may last longer, but there should be more interesting gameplay instead of spending the whole game in a combo.&lt;/li&gt;
&lt;li&gt;New mechanic: DI proration. Positively prorated combos now start with an appropriately scaled DI modifier (doesn&amp;rsquo;t affect the first hit). This means high-proration attacks (mostly jabs and projectiles) will allow you to DI out more quickly, reducing their effectiveness.&lt;/li&gt;
&lt;li&gt;Projectile attacks have had their chip damage modifier reduced from 33% to 25%.&lt;/li&gt;
&lt;li&gt;Throw tech now works on frame 0.&lt;/li&gt;
&lt;li&gt;Burst&lt;ul&gt;
&lt;li&gt;Increased combo proration (+0 -&amp;gt; +3)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Fall&lt;ul&gt;
&lt;li&gt;no longer has a minimum air time of 3 frames on repeated Falls.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Roll&lt;ul&gt;
&lt;li&gt;Now has its own form of projectile immunity that can ignore some projectiles even if they typically bypass projectile invulnerability - currently avoids Spark Bomb and LOIC.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Ninja&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Boost&lt;ul&gt;
&lt;li&gt;No longer usable after blocking.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Caltrops&lt;ul&gt;
&lt;li&gt;Is now interruptible on the opponent&amp;rsquo;s turn after 13f.&lt;/li&gt;
&lt;li&gt;Opponents can no longer affect your caltrops with their DI.&lt;/li&gt;
&lt;li&gt;Throw hitbox no longer affects it.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Grappling Hook&lt;ul&gt;
&lt;li&gt;Pull no longer usable after blocking.&lt;/li&gt;
&lt;li&gt;when pressing Pull and Detach at the same time, Ninja will pull for 5 frames, then detach.&lt;/li&gt;
&lt;li&gt;Pull status should now be updated in the UI for both players.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Sticky Bomb&lt;ul&gt;
&lt;li&gt;Fixed prediction error i think&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (Grounded)&lt;ul&gt;
&lt;li&gt;Removed damage proration.&lt;/li&gt;
&lt;li&gt;Increased knockback.&lt;/li&gt;
&lt;li&gt;First hit has more hitlag on the victim (10f -&amp;gt; 14f), and extends further downward to combo into the 2nd hit more easily.&lt;/li&gt;
&lt;li&gt;Upon landing either hit, Ninja is pushed downward.&lt;/li&gt;
&lt;li&gt;Reduced DI nudge modifier on first hit (1.0x -&amp;gt; 0.5x)&lt;/li&gt;
&lt;li&gt;Reduced hitstun (48f -&amp;gt; 30f)&lt;/li&gt;
&lt;li&gt;When hitting this move in neutral, the opponent will always become actionable 2 frames after Ninja does.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dive Kick (up version)&lt;ul&gt;
&lt;li&gt;Reduced IASA (42f -&amp;gt; 33f)&lt;/li&gt;
&lt;li&gt;Fixed Free Cancel not working properly with this move.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Back Sway&lt;ul&gt;
&lt;li&gt;Does not use an air option in combos.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Summon (all)&lt;ul&gt;
&lt;li&gt;Increased projectile hurtbox size to allow easier grapples.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Substitute&lt;ul&gt;
&lt;li&gt;Now available in nunchuk stance.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Whip Wave&lt;ul&gt;
&lt;li&gt;Projectile is now unparriable for 7 frames when it&amp;rsquo;s the first of a chain.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Slide Kick (all)&lt;ul&gt;
&lt;li&gt;Does not start moving until frame 4 (frame 2 with initiative).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Slide Kick (air)&lt;ul&gt;
&lt;li&gt;Now should have the same properties as grounded slide kick.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Sweep&lt;ul&gt;
&lt;li&gt;Reduced IASA (29f -&amp;gt; 22f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws (grounded)&lt;ul&gt;
&lt;li&gt;Releases the opponent 9px further away.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;QOL: Holster always defaults to toggled-on.&lt;/li&gt;
&lt;li&gt;Fixed some situations where Cowboy has very few options.&lt;/li&gt;
&lt;li&gt;Fixed crash&lt;/li&gt;
&lt;li&gt;Fixed bug where Cowboy gets extra meter when he is hit compared to other characters.&lt;/li&gt;
&lt;li&gt;Draw (toggle)&lt;ul&gt;
&lt;li&gt;Should now be directly available on hold when a move could technically be draw-cancel OS&amp;rsquo;d on block (previously using an exploit).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;1000 Cuts&lt;ul&gt;
&lt;li&gt;Now a drain super instead of a timed one. lasts the same duration with exactly 3 bars of meter.&lt;/li&gt;
&lt;li&gt;Meter drain slightly increased.&lt;/li&gt;
&lt;li&gt;Now consumes 1 super meter on activation.&lt;/li&gt;
&lt;li&gt;Now reduces meter gain by 50% during neutral.&lt;/li&gt;
&lt;li&gt;Now reduces meter gain when used in a combo.&lt;/li&gt;
&lt;li&gt;No longer dissipated by teleport during combos.&lt;/li&gt;
&lt;li&gt;First hitbox comes out later (5f -&amp;gt; 9f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Fatal Cut&lt;ul&gt;
&lt;li&gt;No longer consumes any super meter.&lt;/li&gt;
&lt;li&gt;Damage proration increased (+0 -&amp;gt; +2)&lt;/li&gt;
&lt;li&gt;Now +0 on block (was -2).&lt;/li&gt;
&lt;li&gt;Now reduces meter gain when used in a combo.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Time Splitter&lt;ul&gt;
&lt;li&gt;Now costs 1 bar of meter.&lt;/li&gt;
&lt;li&gt;Now reduces meter gain when used in a combo.&lt;/li&gt;
&lt;li&gt;All the hitboxes now occur at the same time on frame 15.&lt;/li&gt;
&lt;li&gt;Increased freeze frames on hit.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shoot / Shoot Dodge&lt;ul&gt;
&lt;li&gt;Increased damage proration (+0 -&amp;gt; +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Temporal Round&lt;ul&gt;
&lt;li&gt;No longer launched by throw hitboxes.&lt;/li&gt;
&lt;li&gt;Increased damage proration (+0 -&amp;gt; +1)&lt;/li&gt;
&lt;li&gt;Meter gain is reduced by 0.5x while this move is active.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Back Slash&lt;ul&gt;
&lt;li&gt;Increased sweetspot damage (1300 -&amp;gt; 1480)&lt;/li&gt;
&lt;li&gt;Increased sweetspot minimum damage (0 -&amp;gt; 500)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Lightning Slice&lt;ul&gt;
&lt;li&gt;Causes a ground bounce on strong DI down, once per combo.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Gun Pull&lt;ul&gt;
&lt;li&gt;Gun no longer pops up on hit/block while being pulled.&lt;/li&gt;
&lt;li&gt;Should always shoot on hit now, except while being pulled.&lt;/li&gt;
&lt;li&gt;Fixed prediction error where gun would be collected before its hitbox could resolve when pulled from close range.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Hustle&lt;ul&gt;
&lt;li&gt;Is now draw-cancellable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Orb&lt;ul&gt;
&lt;li&gt;Meter decay progressively increases in speed.&lt;/li&gt;
&lt;li&gt;Lightning&lt;ul&gt;
&lt;li&gt;No longer snaps the orb to a minimum height.&lt;/li&gt;
&lt;li&gt;Fixed crash.&lt;/li&gt;
&lt;li&gt;Is now triggered by Spark Bomb.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New attack: Fire&lt;ul&gt;
&lt;li&gt;Triggered by Flame Wave, Combust, Bolt of Magma, and Missile Form.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Orb Portal&lt;ul&gt;
&lt;li&gt;Increased startup (1f -&amp;gt; 6f)&lt;/li&gt;
&lt;li&gt;Now has a hitbox on frame 7. just like old times&lt;/li&gt;
&lt;li&gt;No longer usable after blocking.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Orb Tether&lt;ul&gt;
&lt;li&gt;Does not bring Wizard off the ground anymore, and is no longer cancelled by Wizard being on the ground.&lt;/li&gt;
&lt;li&gt;Now lasts much longer. Automatically disables when the tether force is low enough (takes a while).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Untether&lt;ul&gt;
&lt;li&gt;Disables Orb Tether.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spark Bomb&lt;ul&gt;
&lt;li&gt;Fixed &amp;ldquo;spark withdrawal&amp;rdquo; bug that permanently changed Wizard&amp;rsquo;s attributes after a spark bomb install.&lt;/li&gt;
&lt;li&gt;Fixed bug that caused the spark bomb to float inside the opponent without exploding.&lt;/li&gt;
&lt;li&gt;Increased projectile speed&lt;/li&gt;
&lt;li&gt;Aims a little lower&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Telekinesis&lt;ul&gt;
&lt;li&gt;is no longer a super.&lt;/li&gt;
&lt;li&gt;now uses 1/2 gravity meter instead of super meter.&lt;/li&gt;
&lt;li&gt;Held object now drops when blocking melee attacks.&lt;/li&gt;
&lt;li&gt;Gravity regen is halved while holding an object.&lt;/li&gt;
&lt;li&gt;DI now influences where the object is held in relation to Wizard.&lt;/li&gt;
&lt;li&gt;IASA increased (12f -&amp;gt; 16f)&lt;/li&gt;
&lt;li&gt;New projectile: Ice&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Launch&lt;ul&gt;
&lt;li&gt;renamed to Hurl&lt;/li&gt;
&lt;li&gt;is no longer a super.&lt;/li&gt;
&lt;li&gt;IASA increased (12f -&amp;gt; 14f)&lt;/li&gt;
&lt;li&gt;object starts moving later (1f -&amp;gt; 4f)&lt;/li&gt;
&lt;li&gt;Hurled objects are dropped when Wizard is hit.&lt;/li&gt;
&lt;li&gt;Hitbox comes out later (5f -&amp;gt; 7f)&lt;/li&gt;
&lt;li&gt;Is now interruptible on the opponents&amp;rsquo; turn after frame 10.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Redirect&lt;ul&gt;
&lt;li&gt;Now consumes 1/4 of the gravity meter; does not require it&lt;/li&gt;
&lt;li&gt;IASA increased (12f -&amp;gt; 14f)&lt;/li&gt;
&lt;li&gt;No longer has a minimum speed restriction&lt;/li&gt;
&lt;li&gt;No longer usable after a projectile is parried or push blocked&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Magic Dart&lt;ul&gt;
&lt;li&gt;Increased hitstun (14f -&amp;gt; 15f)&lt;/li&gt;
&lt;li&gt;Increased knockback (3.0 -&amp;gt; 8.5)&lt;ul&gt;
&lt;li&gt;Drastically lowered knockback angle.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Reduced DI nudge modifier (1.0x -&amp;gt; 0.5x)&lt;/li&gt;
&lt;li&gt;Causes soft knockdown.&lt;/li&gt;
&lt;li&gt;Increased minimum grounded hitstun frames (0f -&amp;gt; 3f)&lt;/li&gt;
&lt;li&gt;No longer ground bounces.&lt;/li&gt;
&lt;li&gt;Increased block advantage (+1 -&amp;gt; +2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Bolt of Magma&lt;ul&gt;
&lt;li&gt;No longer self-hit-cancellable.&lt;/li&gt;
&lt;li&gt;Increased IASA (13f -&amp;gt; 15f).&lt;/li&gt;
&lt;li&gt;No longer triggers Orb Dart - triggers Orb Fire instead.&lt;/li&gt;
&lt;li&gt;Reduced sweetspot damage (1000 -&amp;gt; 900)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flame Wave&lt;ul&gt;
&lt;li&gt;Now land cancels on frame 9.&lt;/li&gt;
&lt;li&gt;No longer triggers Orb Dart - triggers Orb Fire instead.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Combustion&lt;ul&gt;
&lt;li&gt;No longer triggers Orb Dart - triggers Orb Fire instead.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Conjure Storm&lt;ul&gt;
&lt;li&gt;No longer drops on short hop + DI down and in&lt;/li&gt;
&lt;li&gt;Reduced combo damage (600+900 -&amp;gt; 500+750)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (air)&lt;ul&gt;
&lt;li&gt;Increased damage proration (+0 -&amp;gt; +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (grounded, down)&lt;ul&gt;
&lt;li&gt;Reduced startup (7f -&amp;gt; 6f)&lt;/li&gt;
&lt;li&gt;Now gets its own button.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Missile Form&lt;ul&gt;
&lt;li&gt;Increased IASA during neutral (22f -&amp;gt; 60f)&lt;/li&gt;
&lt;li&gt;No longer triggers Orb Dart - triggers Orb Fire instead.&lt;/li&gt;
&lt;li&gt;Only one hit can connect now - unless you have activated Spark install.&lt;/li&gt;
&lt;li&gt;Increased backblast damage in combo (1100 -&amp;gt; 1200)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Tome Slap&lt;ul&gt;
&lt;li&gt;Proration increased (+0 -&amp;gt; +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Vile Clutch&lt;ul&gt;
&lt;li&gt;IASA increased during neutral (12f -&amp;gt; 13f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Geyser&lt;ul&gt;
&lt;li&gt;Increased damage proration for all hits (+0 -&amp;gt; +2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Moves that create fire on the ground (Flamethrower, LOIC, Boost) now deal 3x the damage, but 3x less often. This works out to be a moderate combo damage nerf in certain routes due to scaling.&lt;/li&gt;
&lt;li&gt;Fixed some issues where Free Cancelling a bomb restricted Robot&amp;rsquo;s options&lt;/li&gt;
&lt;li&gt;Drive (toggle)&lt;ul&gt;
&lt;li&gt;Should now be directly available on hold when a move could technically be drive-cancel OS&amp;rsquo;d on block (previously using an exploit)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Landing&lt;ul&gt;
&lt;li&gt;Shockwave sprite is now red while it&amp;rsquo;s unparriable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Armor&lt;ul&gt;
&lt;li&gt;Super armor and auto-guard armor now prevent lethal damage, keeping Robot at 1 HP.&lt;/li&gt;
&lt;li&gt;Can no longer be used after whiffing block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;LOIC&lt;ul&gt;
&lt;li&gt;Direction should now be updated in the UI for both players.&lt;/li&gt;
&lt;li&gt;Direction can now be set on the same turn the move is used.&lt;/li&gt;
&lt;li&gt;Now ignores projectile invulnerability in most cases.&lt;/li&gt;
&lt;li&gt;Reduced super meter gain when the laser is active (1.0x -&amp;gt; 0.5x).&lt;/li&gt;
&lt;li&gt;Robot doesn&amp;rsquo;t gain any LOIC meter when being comboed.&lt;/li&gt;
&lt;li&gt;Now accelerates to high speeds in its moving direction once active.&lt;/li&gt;
&lt;li&gt;Reduced duration penalties for staying still and changing directions.&lt;/li&gt;
&lt;li&gt;Max duration has been dramatically reduced.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Remote Bomb&lt;ul&gt;
&lt;li&gt;Reduced minimum damage (800 (??? why ???) -&amp;gt; 150)&lt;/li&gt;
&lt;li&gt;DI no longer has a reduced effect on launch angle after repeated hits.&lt;/li&gt;
&lt;li&gt;Explosion now sends airborne when used multiple times in one combo.&lt;/li&gt;
&lt;li&gt;Build up its knockback speed by repeatedly hitting it. This resets after the opponent hits it or it spends 60 frames on the ground (cap: 4 hits).&lt;/li&gt;
&lt;li&gt;Now has an upward velocity cap (this is a buff with the new extra speed i promise)&lt;/li&gt;
&lt;li&gt;No longer launched by throw hitboxes.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Launch&lt;ul&gt;
&lt;li&gt;Removed fuel requirement.&lt;/li&gt;
&lt;li&gt;Missiles now spawn actual explosions.&lt;/li&gt;
&lt;li&gt;Added two variants based on direction.&lt;/li&gt;
&lt;li&gt;Missiles become unparriable once they start moving downward (does not affect forward launch).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Overflow&lt;ul&gt;
&lt;li&gt;Slightly reduced DI modifier (1.0x -&amp;gt; 0.8x)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Earthquake&lt;ul&gt;
&lt;li&gt;Renamed to Quake.&lt;/li&gt;
&lt;li&gt;Now beats grab on the same frame.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Crash&lt;ul&gt;
&lt;li&gt;Increased damage proration (+0 -&amp;gt; +1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Ping&lt;ul&gt;
&lt;li&gt;Now beats grab on the same frame.&lt;/li&gt;
&lt;li&gt;Fixed weird hurtbox?&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spin Cycle&lt;ul&gt;
&lt;li&gt;Aerial attack invulnerability ends sooner (16f -&amp;gt; 12f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drive&lt;ul&gt;
&lt;li&gt;Can honk the horn now (has cooldown during neutral)&lt;/li&gt;
&lt;li&gt;Forward&lt;ul&gt;
&lt;li&gt;Renamed to FLOOR IT.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Backward&lt;ul&gt;
&lt;li&gt;Renamed to BACK UP.&lt;/li&gt;
&lt;li&gt;Added small sadness penalty.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Mutant&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Main goal with this soft rework is to reduce Mutant&amp;rsquo;s unfun neutral skips and bring Mutant&amp;rsquo;s neutral setup up to par with the rest of the cast.&lt;/li&gt;
&lt;li&gt;Credit to Lou and her zmutant mod for informing many of these changes.&lt;/li&gt;
&lt;li&gt;Removed extra sadness.&lt;/li&gt;
&lt;li&gt;Active bubbles will pop if Mutant gets hit.&lt;/li&gt;
&lt;li&gt;New Move: Acrid Bloom&lt;ul&gt;
&lt;li&gt;Mutant throws a projectile with no hitbox or hurtbox, that moves fast. after a while, it starts homing toward the enemy, and explodes into bubbles when it gets close. Can be triggered early.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Juke&lt;ul&gt;
&lt;li&gt;Not all attacks give Juke pips on block anymore.&lt;ul&gt;
&lt;li&gt;Normal attacks don&amp;rsquo;t give any pips. Special attacks give a max of 1 pip per attack, except for Corkscrew which gives up to 2.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Maximum juke pips reduced from 5 to 3.&lt;/li&gt;
&lt;li&gt;Starting juke pips reduced from 4 to 2.&lt;/li&gt;
&lt;li&gt;Neutral juke now costs 1 pip (was 2).&lt;/li&gt;
&lt;li&gt;Backward juke now costs 3 pips (was 2), 2 pips during combos.&lt;/li&gt;
&lt;li&gt;Reduced juke speed to varying degrees.&lt;/li&gt;
&lt;li&gt;Should no longer lose an active juke on your turn.&lt;/li&gt;
&lt;li&gt;Slop Dash is much more strongly affected by juke.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Rebirth&lt;ul&gt;
&lt;li&gt;Fixed bugged launch angle&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Caustic Barrage&lt;ul&gt;
&lt;li&gt;No longer deals unscaled damage. However, multiple projectiles hitting will not scale the combo more than one time as they used to do - behaves similarly to a multi-hit melee attack.&lt;/li&gt;
&lt;li&gt;Downward variant is now usable on the ground.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Howl&lt;ul&gt;
&lt;li&gt;Now costs 1 bar of meter (was 2).&lt;/li&gt;
&lt;li&gt;Now grants 1 juke pip (was 3).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Vault&lt;ul&gt;
&lt;li&gt;Can now be used from the ground.&lt;/li&gt;
&lt;li&gt;Consecutive Vaults against your own projectiles yield smaller jumps until you touch the ground or start a combo.&lt;/li&gt;
&lt;li&gt;Costs an air option now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Envenom&lt;ul&gt;
&lt;li&gt;Removed damage over time.&lt;/li&gt;
&lt;li&gt;No longer spawns bubbles when a poisoned fighter blocks an attack.&lt;/li&gt;
&lt;li&gt;Now spawns bubbles near the poisoned fighter over time.&lt;/li&gt;
&lt;li&gt;Bubble hitbox comes out later (9f -&amp;gt; 15f)&lt;/li&gt;
&lt;li&gt;Effect ends after roughly 360 frames (or when the poisoned fighter lands a hit).&lt;/li&gt;
&lt;li&gt;Repeated Envenoms now resets the poison timer instead of stacking poison.&lt;/li&gt;
&lt;li&gt;Bubbles no longer get launched by Throw&lt;/li&gt;
&lt;li&gt;Damage increased (neutral/combo: 600/400 -&amp;gt; 1200/700)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Slop Dash&lt;ul&gt;
&lt;li&gt;Restricted angle in neutral.&lt;/li&gt;
&lt;li&gt;Reduced speed.&lt;/li&gt;
&lt;li&gt;Now begins moving later (1f -&amp;gt; 2f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shockwave&lt;ul&gt;
&lt;li&gt;IASA reduced (22f -&amp;gt; 18f)&lt;/li&gt;
&lt;li&gt;IASA increased when the melee hit is parried (-&amp;gt; 24f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash Forward&lt;ul&gt;
&lt;li&gt;Reduced speed.&lt;/li&gt;
&lt;li&gt;Juke gets a small boost.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Jump&lt;ul&gt;
&lt;li&gt;Reduced speed.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shred (grounded)&lt;ul&gt;
&lt;li&gt;Land cancel hitbox no longer scales the combo a second time.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick (grounded)&lt;ul&gt;
&lt;li&gt;Reduced startup (11f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Swipe&lt;ul&gt;
&lt;li&gt;Reduced damage proration (5 -&amp;gt; 3)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throws&lt;ul&gt;
&lt;li&gt;No longer can ground bounce.&lt;/li&gt;
&lt;li&gt;Neutral juke gives these some special properties:&lt;ul&gt;
&lt;li&gt;Minimum grounded frames: 3&lt;/li&gt;
&lt;li&gt;Reduced IASA: (34f -&amp;gt; 21f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Removed burst cancel followup.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Pounce&lt;ul&gt;
&lt;li&gt;Reduced block advantage (+2 -&amp;gt; +1) except for the straight-down version, which is increased (+2 -&amp;gt; +3)&lt;/li&gt;
&lt;li&gt;Projectile invulnerability now starts at frame 3 (from 1).&lt;/li&gt;
&lt;li&gt;Now uses an air option in neutral.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.10.0</guid></item><item><title>1.8.9</title><link>https://ivysly.com/hustle/patchnotes/1.8.9</link><description>&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Push Block&lt;ul&gt;
&lt;li&gt;Push Block after normal block works against projectiles now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Missile Form&lt;ul&gt;
&lt;li&gt;Orb Dart trigger Delayed by 3 frames (18f -&amp;gt; 21f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Foresight&lt;ul&gt;
&lt;li&gt;Fixed exploit allowing for illegal angles.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Teleport&lt;ul&gt;
&lt;li&gt;Fixed exploit allowing for illegal angles.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Temporal Round&lt;ul&gt;
&lt;li&gt;Is now immune to other projectiles and melee hitboxes (including the shooter&amp;rsquo;s).&lt;/li&gt;
&lt;li&gt;Does not hit Cowboy even after bouncing&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Command: Grab&lt;ul&gt;
&lt;li&gt;Delayed throw invulnerability startup (1f -&amp;gt; 3f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.8.9</guid></item><item><title>1.8.23</title><link>https://ivysly.com/hustle/patchnotes/1.8.23</link><description>&lt;ul&gt;
&lt;li&gt;Emergency adjustments&lt;/li&gt;
&lt;li&gt;I didn&amp;rsquo;t want to make any more changes before Olympus, but many of the top players (of all characters, including Wiz) have alerted me of a massively overpowered strategy that allows for Wizard to win while taking no risks. This was demonstrated at today&amp;rsquo;s Protocol tournament where 6 of top 8 were Wizards, some of whom weren&amp;rsquo;t normally even Wizard players. These were their suggested changes that should help alleviate the issue. I have chosen these changes because they are relatively minor adjustments and should not substantially impact typical Wizard strategies that aren&amp;rsquo;t stalling.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Spawning projectiles no longer minorly reduces Sadness.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Magic Dart&lt;ul&gt;
&lt;li&gt;Increased IASA (14f -&amp;gt; 16f)&lt;/li&gt;
&lt;li&gt;Is now +1 on block (from +2)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Missile Form&lt;ul&gt;
&lt;li&gt;Landing recovery increased (4f -&amp;gt; 6f)&lt;/li&gt;
&lt;li&gt;Enhanced FX&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Gust&lt;ul&gt;
&lt;li&gt;IASA increased (16f -&amp;gt; 18f). Still free cancellable!&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.8.23</guid></item><item><title>1.8.0</title><link>https://ivysly.com/hustle/patchnotes/1.8.0</link><description>&lt;ul&gt;
&lt;li&gt;Added new experimental performance optimization code. Should improve prediction performance but might cause prediction (and other) errors. Let me know!&lt;/li&gt;
&lt;li&gt;Free Cancel is now enabled by default (with option to turn this off.)&lt;/li&gt;
&lt;li&gt;Uncapped FPS (does not affect gameplay logic)&lt;/li&gt;
&lt;li&gt;Adjusted UI during move selection to allow for more space. Super meter and character info are now at the top when the game is paused.&lt;/li&gt;
&lt;li&gt;Action buttons are now more obviously highlighted when selected.&lt;/li&gt;
&lt;li&gt;Hitbox display can now be enabled during multiplayer&lt;/li&gt;
&lt;li&gt;Melee attacks will now display their earliest hitbox frame in the action selector. This is experimental and some counts will probably be incorrect.&lt;/li&gt;
&lt;li&gt;Fixed awkward scrolling behavior when there are more than 9 available moves in a category.&lt;/li&gt;
&lt;li&gt;Added an indicator in the movelist for when more than 9 moves are available in a category.&lt;/li&gt;
&lt;li&gt;Enabled rich text in emotes.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;All Characters&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;All melee attacks can now be cancelled into defensive options, wait, fall, and grab.&lt;/li&gt;
&lt;li&gt;Movement IASA has received a small blanket nerf to make it more committal and discourage passive strategies.&lt;/li&gt;
&lt;li&gt;Clashes now occur when moves are within 250 damage of each other, from the previous 400.&lt;/li&gt;
&lt;li&gt;Clashing melee attacks rewards one free cancel.&lt;/li&gt;
&lt;li&gt;Counterhits now work properly on multihit attacks.&lt;/li&gt;
&lt;li&gt;Added subtle SFX for when you gain 1 bar of meter.&lt;/li&gt;
&lt;li&gt;Added slightly more pitch variance to the super SFX.&lt;/li&gt;
&lt;li&gt;Getting parried or blocked will properly deactivate your active hitboxes now.&lt;/li&gt;
&lt;li&gt;Added new block advantage indicator.&lt;/li&gt;
&lt;li&gt;Sadness gain is greatly reduced if you are on the ground and the opponent is in the air, and moderately increased if you are in the air while the opponent is on the ground.&lt;/li&gt;
&lt;li&gt;Additionally, sadness reduction is moderately nerfed if airborne while the opponent is grounded.&lt;/li&gt;
&lt;li&gt;Reduced the negative sadness penalty cap&lt;/li&gt;
&lt;li&gt;Projectiles can have different properties in and out of combos now. Might cause some bugs.&lt;/li&gt;
&lt;li&gt;Characters are unaffected by Sadness changes for 60 frames after exiting hitstun.&lt;/li&gt;
&lt;li&gt;Burst&lt;ul&gt;
&lt;li&gt;Is now usable in neutral&lt;/li&gt;
&lt;li&gt;Landing it in neutral gains you nearly 2 bars of meter, and the opponent is invulnerable for the duration of hitstun.&lt;/li&gt;
&lt;li&gt;Can no longer clash.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Hustle&lt;ul&gt;
&lt;li&gt;Adds a lot of sadness to the opponent if started during neutral.&lt;/li&gt;
&lt;li&gt;Sadness wont be applied if the opponent is also using Hustle.&lt;/li&gt;
&lt;li&gt;1 additional point of sadness is applied to the opponent every 4 frames that Hustle is active and grounded.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Block&lt;ul&gt;
&lt;li&gt;Block has been reworked. Now blocking is much safer (though not completely risk-free), and parrying is harder (but has almost the same reward as before). Making defense safer should encourage fighters to stay closer together, as the risk for being in the opponent&amp;rsquo;s threat range is not so high. This is a better and more satisfying alternative to the current meta of simply running away.&lt;/li&gt;
&lt;li&gt;Most moves have had their block advantage altered. The way it works is like so: if you have a block advantage of +3, it adds 3 frames of startup to your opponent&amp;rsquo;s move.&lt;/li&gt;
&lt;li&gt;Air block has dramatically reduced pushback.&lt;/li&gt;
&lt;li&gt;Blocking will not normally be punished by moves with delayed hitboxes anymore.&lt;/li&gt;
&lt;li&gt;You must guess the timing of the opponent&amp;rsquo;s melee attack to parry it, which is a 1f window.&lt;ul&gt;
&lt;li&gt;Credit to VineRaio for the idea and much of the implementation&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Reworked high/low blocking. Block is now a single move that blocks both low and high.&lt;ul&gt;
&lt;li&gt;Added option to predict high or low attacks within Block. This functions differently than before: both versions will block all attacks, but you must match the attack height to land a parry, and predicting wrong will disadvantage you by an additional 2 frames and you will take some extra chip damage.&lt;/li&gt;
&lt;li&gt;The reason for this is that low attacks are not distinct enough from highs and mids, which means that blocking them is less interesting and more of a pure 50/50 gambling situation that makes certain moves ridiculously powerful. The choice was between doing this or reworking a lot of moves to be a lot worse on hit.&lt;/li&gt;
&lt;li&gt;In place of lows&amp;rsquo; previous function, certain melee attacks when launched on the same turn have a new Guard Break property. They cannot be blocked; they must be parried. Landing a guard break will adjust combo proration to 1.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Soft blocking melee attacks costs an air option.&lt;/li&gt;
&lt;li&gt;Some moves are now punishable on block outright.&lt;/li&gt;
&lt;li&gt;Attacking a blocking opponent who is in the air gets you another +2f.&lt;/li&gt;
&lt;li&gt;Parrying the opponent scales your combo to 85% damage except against block-punishable moves where it remains 100%. Since fishing for parries is now much lower-risk with the other block changes, this should help temper the reward.&lt;/li&gt;
&lt;li&gt;Parry reduces sadness when used against melee attacks.&lt;/li&gt;
&lt;li&gt;Parrying projectiles no longer incurs sadness penalty.&lt;/li&gt;
&lt;li&gt;Can no longer be grabbed during blockstun at all.&lt;ul&gt;
&lt;li&gt;Throw hitboxes that collide with a character in blockstun will not hit meaty.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;The attacker gets their Free Cancel back when their attack is blocked, but not the defender.&lt;/li&gt;
&lt;li&gt;Blocking now resets all forward momentum.&lt;/li&gt;
&lt;li&gt;Heavily reduced meter gain when dealing/taking chip damage&lt;/li&gt;
&lt;li&gt;Blocking during a combo is still unsafe if you dont end up blocking anything.&lt;/li&gt;
&lt;li&gt;Removed advantage storing (all projectiles are +2).&lt;/li&gt;
&lt;li&gt;Removed melee autoparry after parrying projectiles.&lt;/li&gt;
&lt;li&gt;Parrying projectiles and free-cancelled melee attacks is unchanged.&lt;/li&gt;
&lt;li&gt;Attacking the opponent&amp;rsquo;s block reduces sadness a bit.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Push Block&lt;ul&gt;
&lt;li&gt;You can spend 1 meter to push block which increases block knockback. You cannot parry from push block.&lt;/li&gt;
&lt;li&gt;Pushblock will always push the opponent away from you if they are close, even if you block a projectile.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Jump&lt;ul&gt;
&lt;li&gt;Restricted angle during neutral.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Dash&lt;ul&gt;
&lt;li&gt;Startup decreased (9f -&amp;gt; 7f)&lt;/li&gt;
&lt;li&gt;Fixed exploit allowing super long backdashes.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash Forward (or Walk Forward)&lt;ul&gt;
&lt;li&gt;minimum IASA adjusted in neutral (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash Back (or Walk Back)&lt;ul&gt;
&lt;li&gt;IASA increased (9f -&amp;gt; 11f)&lt;/li&gt;
&lt;li&gt;Is now throw invulnerable for 7 frames.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Jump&lt;ul&gt;
&lt;li&gt;Short hop IASA increased (8f -&amp;gt; 10f) in neutral.&lt;/li&gt;
&lt;li&gt;Is now fully interruptible on the opponent&amp;rsquo;s turn.&lt;/li&gt;
&lt;li&gt;Cancels into Fall when holding after leaving the ground.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dodge / Tech Dodge&lt;ul&gt;
&lt;li&gt;IASA increased (16f -&amp;gt; 19f)&lt;/li&gt;
&lt;li&gt;Back roll has 1 additional recovery frame (19f -&amp;gt; 20f)&lt;/li&gt;
&lt;li&gt;Throw and projectile invulnerability now starts immediately.&lt;/li&gt;
&lt;li&gt;Air versions cost an air option.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Whiff Cancel&lt;ul&gt;
&lt;li&gt;Increased IASA (1f -&amp;gt; 2f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throw (all)&lt;ul&gt;
&lt;li&gt;Increased hitbox width&lt;/li&gt;
&lt;li&gt;All normal throws now have a damage proration value of 2.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throw (grounded)&lt;ul&gt;
&lt;li&gt;Added &amp;ldquo;dash&amp;rdquo; toggle which adds 3f startup and applies strong forward momentum. Dash grab hitbox only lasts for 2 frames.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Knockdown&lt;ul&gt;
&lt;li&gt;Friction is now properly normalized across the cast and is a little more slippery.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Getup&lt;ul&gt;
&lt;li&gt;Characters are immune to throws for 2 frames after getup.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Landing&lt;ul&gt;
&lt;li&gt;Landing will now add extra recovery in neutral to prevent turns shorter than 10 frames.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Hustle&lt;ul&gt;
&lt;li&gt;Fixed anti-sadness tech from Hustling right as you&amp;rsquo;re about to get sadness from the opponent&amp;rsquo;s Hustle. Now you must have started your Hustle within 1 frame of the opponent&amp;rsquo;s.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Mutant&lt;/h2&gt;
&lt;h3&gt;COMING SOON LOL&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;I was too busy balancing everyone else but now that the game is perfect I have time for slopman&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Ninja&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Ninja has been a little underwhelming in the last release, so I&amp;rsquo;ve given the character some more useful tools and tweaked old ones to be more worth considering. Ninja should still be a hard character that requires a lot of hard reads (in exchange for great movement), and I&amp;rsquo;ve kept this philosophy in mind while making changes.&lt;/li&gt;
&lt;li&gt;Now utilizes extra color 2 for customization.&lt;/li&gt;
&lt;li&gt;Dodge/Tech Dodge&lt;ul&gt;
&lt;li&gt;Detaches grappling hook.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Store Momentum&lt;ul&gt;
&lt;li&gt;Is now a level 1 super.&lt;/li&gt;
&lt;li&gt;You can store up to 3 charges. You&amp;rsquo;ll store your current momentum or what&amp;rsquo;s already stored (if you have any), whichever is higher.&lt;/li&gt;
&lt;li&gt;Reduced stored speed increase (1.35x -&amp;gt; 1.175x)&lt;/li&gt;
&lt;li&gt;Increased IASA (10f -&amp;gt; 15f).&lt;/li&gt;
&lt;li&gt;Is not usable after Super Jump.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Release Momentum&lt;ul&gt;
&lt;li&gt;New name: Boost&lt;/li&gt;
&lt;li&gt;Is now a toggle, still uses 1 meter.&lt;/li&gt;
&lt;li&gt;You can now aim the direction freely.&lt;ul&gt;
&lt;li&gt;Restricted to an arc pointing toward the opponent during neutral.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Not usable with Defense or Movement options.&lt;/li&gt;
&lt;li&gt;Upward momentum is capped.&lt;/li&gt;
&lt;li&gt;Disables collision&lt;/li&gt;
&lt;li&gt;Adds 1 hit of scaling to your combo&lt;/li&gt;
&lt;li&gt;Getting parried during Boost adds 20f hitlag to Ninja.&lt;/li&gt;
&lt;li&gt;Momentum retention lasts for at least 10 frames, continuing to the end of the next turn once the time has run out.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Quick Slash&lt;ul&gt;
&lt;li&gt;Is now combo-only (neutral functionality replaced with the revamped Release Momentum)&lt;/li&gt;
&lt;li&gt;Removed block/parry penalty&lt;/li&gt;
&lt;li&gt;Followup attacks no longer scale the combo.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Caltrops&lt;ul&gt;
&lt;li&gt;Is now destroyed by melee hitboxes.&lt;/li&gt;
&lt;li&gt;Reduced hitstun (40f -&amp;gt; 33f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Air Dash&lt;ul&gt;
&lt;li&gt;Gravity is not applied for 7 frames after using Air Dash.&lt;/li&gt;
&lt;li&gt;IASA is now always at least 10f during neutral.&lt;/li&gt;
&lt;li&gt;Minimum airdash IASA reduced (11f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Sticky Bomb&lt;ul&gt;
&lt;li&gt;Detonate toggle timer increased (10f -&amp;gt; 12f)&lt;/li&gt;
&lt;li&gt;Added toggle to jump, turning it off preserves existing momentum&lt;/li&gt;
&lt;li&gt;Increased hitbox size&lt;/li&gt;
&lt;li&gt;Usable out of Back Sway&lt;/li&gt;
&lt;li&gt;Is now unparriable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Back Sway&lt;ul&gt;
&lt;li&gt;Usable in the air (does not reset momentum when airborne)&lt;/li&gt;
&lt;li&gt;Aerial version uses an air option.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Grappling Hook&lt;ul&gt;
&lt;li&gt;Projectile comes out earlier (9f -&amp;gt; 8f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Skull Shaker&lt;ul&gt;
&lt;li&gt;Increased hitstun (31f -&amp;gt; 32f)&lt;/li&gt;
&lt;li&gt;Is now +0 on block.&lt;/li&gt;
&lt;li&gt;Increased damage (930 -&amp;gt; 1200)&lt;/li&gt;
&lt;li&gt;Reduced damage over time (700 -&amp;gt; 200)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Substitute&lt;ul&gt;
&lt;li&gt;Added sadness penalty for crossing through the opponent.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shuriken (all)&lt;ul&gt;
&lt;li&gt;Startup increased (7f -&amp;gt; 10f)&lt;/li&gt;
&lt;li&gt;IASA increased to 14f&lt;/li&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Whip Wave&lt;ul&gt;
&lt;li&gt;Projectile is now +3 on block.&lt;/li&gt;
&lt;li&gt;Melee hitbox is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dive Kick&lt;ul&gt;
&lt;li&gt;Usable on the ground&lt;/li&gt;
&lt;li&gt;Grounded version changes:&lt;ul&gt;
&lt;li&gt;Fuck it. You can go up now&lt;/li&gt;
&lt;li&gt;Up version has reduced startup&lt;/li&gt;
&lt;li&gt;Reduced IASA (inf -&amp;gt; 25f)&lt;/li&gt;
&lt;li&gt;Grounded version does not have initiative effect.&lt;/li&gt;
&lt;li&gt;Increased damage (600 -&amp;gt; 760)&lt;/li&gt;
&lt;li&gt;Increased hitbox size&lt;/li&gt;
&lt;li&gt;Resets vertical momentum on hit when moving downward.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Is now +3 on block.&lt;/li&gt;
&lt;li&gt;Victim hitstop increased (5f -&amp;gt; 9f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick (aerial)&lt;ul&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Punch (aerial)&lt;ul&gt;
&lt;li&gt;Is now +3 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Palm Strike&lt;ul&gt;
&lt;li&gt;Is now +4 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Summon&lt;ul&gt;
&lt;li&gt;Both summon types can be out at the same time.&lt;/li&gt;
&lt;li&gt;Kunai are now +2 on block.&lt;/li&gt;
&lt;li&gt;Slide is now +1 on block.&lt;/li&gt;
&lt;li&gt;IASA increased (11f -&amp;gt; 14f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drop Kick&lt;ul&gt;
&lt;li&gt;Breaks guard.&lt;/li&gt;
&lt;li&gt;Is punishable when blocking on reaction.&lt;/li&gt;
&lt;li&gt;Has more hitstun when used from neutral (21f -&amp;gt; 25f)&lt;/li&gt;
&lt;li&gt;Increased damage (1100 -&amp;gt; 1150)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Stomp&lt;ul&gt;
&lt;li&gt;Breaks guard.&lt;/li&gt;
&lt;li&gt;increased startup (11f -&amp;gt; 12f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Nun Chuk (all)&lt;ul&gt;
&lt;li&gt;Projectile no longer clashes with other projectiles&lt;/li&gt;
&lt;li&gt;Projectile is now +3 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Nun Chuk (forward)&lt;ul&gt;
&lt;li&gt;is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Nun Chuk (up)&lt;ul&gt;
&lt;li&gt;Reduced startup (6f -&amp;gt; 5f)&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Chuk Spin&lt;ul&gt;
&lt;li&gt;is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Chuk Heavy&lt;ul&gt;
&lt;li&gt;Is now +3f on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Chuk Jump&lt;ul&gt;
&lt;li&gt;Now breaks guard.&lt;/li&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Slide Kick&lt;ul&gt;
&lt;li&gt;Is now -2f on block.&lt;/li&gt;
&lt;li&gt;Increased hurtbox height a little&lt;/li&gt;
&lt;li&gt;Backward version in neutral now incurs massive Sadness penalty.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (all)&lt;ul&gt;
&lt;li&gt;Is now punishable on block.&lt;/li&gt;
&lt;li&gt;Can link into attacks on hit.&lt;/li&gt;
&lt;li&gt;Adjusted proration (2 -&amp;gt; 0)&lt;/li&gt;
&lt;li&gt;Can&amp;rsquo;t link into itself.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (grounded)&lt;ul&gt;
&lt;li&gt;Reduced hitstun (60f, 50f -&amp;gt; 30f, 25f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Uppercut (aerial)&lt;ul&gt;
&lt;li&gt;Reduced hitstun (40f, 30f -&amp;gt; 25f, 17f)&lt;/li&gt;
&lt;li&gt;Starts with throw invulnerability.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throw (grounded)&lt;ul&gt;
&lt;li&gt;Increased DI modifier (1.25x -&amp;gt; 1.5x)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Throw (aerial)&lt;ul&gt;
&lt;li&gt;Hitstun reduced (30f -&amp;gt; 17f)&lt;/li&gt;
&lt;li&gt;Knockback increased (10 -&amp;gt; 14)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Jump Kick (aerial)&lt;ul&gt;
&lt;li&gt;No longer land cancels before the hitbox comes out; instead it will reset vertical momentum and jump off the ground.&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Cowboy&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Cowboy has got a lot of changes, mainly to Teleport and bullet-related moves. Many of the changes are to help with QOL, anti-stalling, and better interacting with the new block system. Cowboy has also been tweaked to replace unsightly optimal combos (throw loops) with cooler and more interactive ones. Cowboy has had a lot of issues in the past with ignoring DI and being able to run away with no accountability, so the teleport changes should force the character to play a more honest game while still retaining the fun parts.&lt;/li&gt;
&lt;li&gt;Draw Cancel now works on block.&lt;/li&gt;
&lt;li&gt;All normal attacks except Pommel are now draw cancellable.&lt;/li&gt;
&lt;li&gt;Shift&lt;ul&gt;
&lt;li&gt;Can no longer be used with defensive options.&lt;/li&gt;
&lt;li&gt;Now applies a good chunk of sadness when used in neutral.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Rift&lt;ul&gt;
&lt;li&gt;Only teleports one bullet instead of all of them. It selects the bullet that has been bounced or teleported the least amount of times, falling back to the most recent bullet.&lt;/li&gt;
&lt;li&gt;Is now +4 on block.&lt;/li&gt;
&lt;li&gt;Explosion hitbox is no longer parriable.&lt;/li&gt;
&lt;li&gt;Explosion now sends airborne.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;1,000 Cuts&lt;ul&gt;
&lt;li&gt;Now drains meter instead of using it all at once. Still disappears after 150 frames like normal, or if you run out of meter.&lt;/li&gt;
&lt;li&gt;Reduced minimum damage (200 -&amp;gt; 150)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dash (all versions)&lt;ul&gt;
&lt;li&gt;Increased IASA in neutral (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Air Dash&lt;ul&gt;
&lt;li&gt;Made going backward easier in the UI.&lt;/li&gt;
&lt;li&gt;Technically no longer flippable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Dash&lt;ul&gt;
&lt;li&gt;Now uses Cowboy&amp;rsquo;s dash instead of walk.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Temporal Round&lt;ul&gt;
&lt;li&gt;New color.&lt;/li&gt;
&lt;li&gt;Shoots a real bullet now.&lt;/li&gt;
&lt;li&gt;This bullet won&amp;rsquo;t hit Cowboy until it ricochets or teleports.&lt;/li&gt;
&lt;li&gt;The bullet also has extra hitstop (3f -&amp;gt; 6f self, 6f -&amp;gt; 9f victim)&lt;/li&gt;
&lt;li&gt;Consumes a bullet now.&lt;/li&gt;
&lt;li&gt;Fires in the direction of DI.&lt;/li&gt;
&lt;li&gt;Frozen bullet is no longer lost when Cowboy is hit.&lt;/li&gt;
&lt;li&gt;Frozen bullet is destroyed when hit by melee attacks.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Instant Teleport&lt;ul&gt;
&lt;li&gt;Merged with Teleport.&lt;/li&gt;
&lt;li&gt;Teleport happens on frame 7 instead of frame 5.&lt;/li&gt;
&lt;li&gt;Removed super freeze effect (no gameplay change)&lt;/li&gt;
&lt;li&gt;Limited angle during neutral. Different angles depending on whether Cowboy is aerial or grounded.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;1000 Cuts&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shoot/Shoot Dodge&lt;ul&gt;
&lt;li&gt;Bullet damage should be reduced properly on consecutive hits from the same projectile now (it wasn&amp;rsquo;t before).&lt;/li&gt;
&lt;li&gt;Bullet hitstun is halved every time it hits the enemy (min 5f).&lt;/li&gt;
&lt;li&gt;Fixed one bullet hitbox not having a minimum damage value&lt;/li&gt;
&lt;li&gt;Bullet is now +2 on block.&lt;/li&gt;
&lt;li&gt;Bullet chip damage modifier decreased (0.75x -&amp;gt; 0.67x)&lt;/li&gt;
&lt;li&gt;Bullet damage reduced in neutral (1300 -&amp;gt; 1200)&lt;/li&gt;
&lt;li&gt;Reduced DI modifier on bullet (1.0x -&amp;gt; 0.7x)&lt;/li&gt;
&lt;li&gt;Increased self hitstop (1f -&amp;gt; 3f)&lt;/li&gt;
&lt;li&gt;Increased victim hitstop (4f -&amp;gt; 6f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Shoot&lt;ul&gt;
&lt;li&gt;IASA increased (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;li&gt;No longer Free Cancellable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Lasso&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Impale&lt;ul&gt;
&lt;li&gt;Now breaks guard.&lt;/li&gt;
&lt;li&gt;Cannot be free-cancelled. NOOOO!!!!&lt;/li&gt;
&lt;li&gt;Is punishable when blocking on reaction.&lt;/li&gt;
&lt;li&gt;Increased hitbox size&lt;/li&gt;
&lt;li&gt;Increased initial hit damage in neutral (300 -&amp;gt; 600)&lt;/li&gt;
&lt;li&gt;No longer projectile invulnerable.&lt;/li&gt;
&lt;li&gt;Replaced true invulnerability with projectile invulnerability after hitting.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Teleport&lt;ul&gt;
&lt;li&gt;Merged with Instant Teleport. Foresight buffed to compensate and provide similar but more interesting and fair functionality.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Gun Throw&lt;ul&gt;
&lt;li&gt;Gun now returns back to Cowboy after shooting. This prevents Lasso from being used. Might make it a toggle.&lt;/li&gt;
&lt;li&gt;Reduced IASA (18f -&amp;gt; 15f)&lt;/li&gt;
&lt;li&gt;Bullet is unparriable now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Quick Draw&lt;ul&gt;
&lt;li&gt;IASA increased (8f -&amp;gt; 14f)&lt;/li&gt;
&lt;li&gt;Is now interruptible on the opponent&amp;rsquo;s turn starting frame 8&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Back Slash&lt;ul&gt;
&lt;li&gt;Initial hitbox is now punishable on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;3 Combo&lt;ul&gt;
&lt;li&gt;Is now +2 on block for the first two hits and +3 on block for the last one.&lt;/li&gt;
&lt;li&gt;All hits are now cancellable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Foresight&lt;ul&gt;
&lt;li&gt;Is now fully aimable in combos.&lt;/li&gt;
&lt;li&gt;More lenient angles in neutral when used on the ground.&lt;/li&gt;
&lt;li&gt;IASA increased in neutral (11f -&amp;gt; 13f)&lt;/li&gt;
&lt;li&gt;IASA decreased in combos (11f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Lightning Slice&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;li&gt;Reduced damage in combos (900 -&amp;gt; 650)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New Move: Pistol Whip&lt;ul&gt;
&lt;li&gt;Aerial attack that sends straight downward. Meant to replace the functionality down throw had prior to air throw changes.&lt;/li&gt;
&lt;li&gt;Knocks down.&lt;/li&gt;
&lt;li&gt;No ground bounce.&lt;/li&gt;
&lt;li&gt;Is usable in gun stance even on the ground.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Pommel&lt;ul&gt;
&lt;li&gt;Is now -2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Downward Cleave&lt;ul&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Upward Swipe&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Vert. Slash (aerial)&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Horiz. Slash (grounded)&lt;ul&gt;
&lt;li&gt;Is now -1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Horiz. Slash (aerial)&lt;ul&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Stinger&lt;ul&gt;
&lt;li&gt;Breaks guard.&lt;/li&gt;
&lt;li&gt;No longer causes hard knockdown.&lt;/li&gt;
&lt;li&gt;Minimum hitstun frames reduced (10f -&amp;gt; 0f)&lt;/li&gt;
&lt;li&gt;Can be hitcancelled into Lightning Slice again.&lt;/li&gt;
&lt;li&gt;Increased victim hitstop (7f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Air Throws&lt;ul&gt;
&lt;li&gt;Hitstun reduced (30f -&amp;gt; 17f)&lt;/li&gt;
&lt;li&gt;Knockback increased (10 -&amp;gt; 14)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Hustle&lt;ul&gt;
&lt;li&gt;Is no longer free-cancellable for no reason.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Wizard&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Wizard has been in a good place for a little while, so changes aren&amp;rsquo;t as big as with the other characters. However, I&amp;rsquo;ve tweaked Wizard&amp;rsquo;s moveset to better work with the new blocking (as I have with other characters). Combo and chip damage is a little reduced from before, but Wiz should have a bit easier time landing hits against the opponent and opening up defense to compensate.&lt;/li&gt;
&lt;li&gt;Enhanced gravity meter display&lt;/li&gt;
&lt;li&gt;Cannot Hover during oki.&lt;/li&gt;
&lt;li&gt;Orb&lt;ul&gt;
&lt;li&gt;Increased IASA (8f -&amp;gt; 11f)&lt;/li&gt;
&lt;li&gt;Meter gain is halved while the orb is out.&lt;/li&gt;
&lt;li&gt;Dart&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Lightning&lt;ul&gt;
&lt;li&gt;Will not be re-activated if it&amp;rsquo;s already triggered by an attack.&lt;/li&gt;
&lt;li&gt;Is now +3 on block.&lt;/li&gt;
&lt;li&gt;Reduced chip damage modifier (1.0x -&amp;gt; 0.8x)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Swords&lt;ul&gt;
&lt;li&gt;will not be re-activated if already triggered by an attack.&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;li&gt;Reduced chip damage modifier (1.0x -&amp;gt; 0.8x)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Orb portal&lt;ul&gt;
&lt;li&gt;Increased IASA (7f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Orb Tether&lt;ul&gt;
&lt;li&gt;Increased IASA (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Telekinesis&lt;ul&gt;
&lt;li&gt;Small rocks are now +1 on block.&lt;/li&gt;
&lt;li&gt;Big rock is +4 on block.&lt;/li&gt;
&lt;li&gt;Bomb is now +3 on block.&lt;/li&gt;
&lt;li&gt;Tire is now +2 on block.&lt;/li&gt;
&lt;li&gt;Increased bomb fuse (30f -&amp;gt; 60f)&lt;/li&gt;
&lt;li&gt;Big rock causes hard knockdown now.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dodge/Tech Dodge&lt;ul&gt;
&lt;li&gt;Disables hover/fast fall&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spark Bomb&lt;ul&gt;
&lt;li&gt;Is now +3 on block.&lt;/li&gt;
&lt;li&gt;Increased detonation toggle/push effect distance (60px -&amp;gt; 75px).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Geyser&lt;ul&gt;
&lt;li&gt;Increased startup by 4f.&lt;/li&gt;
&lt;li&gt;Is now a melee attack, and can hitcancel into special attacks (but can&amp;rsquo;t Free Cancel).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Draw Moisture&lt;ul&gt;
&lt;li&gt;Wizard now automatically gets 1 pip of moisture every time they start a melee combo or land a parry. Removed the button.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Zephyr&lt;ul&gt;
&lt;li&gt;Throw hitbox only hits aerial opponents.&lt;/li&gt;
&lt;li&gt;Strike hitbox is no longer hitcancellable.&lt;/li&gt;
&lt;li&gt;Reduced strike hitbox DI nudge modifier (1.0x -&amp;gt; 0.25x)&lt;/li&gt;
&lt;li&gt;New throw animation. You can combo out of it, depending on DI and projectile status.&lt;/li&gt;
&lt;li&gt;No longer triggers Orb Dart.&lt;/li&gt;
&lt;li&gt;Triggers Orb Swords on hit.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flame Wave&lt;ul&gt;
&lt;li&gt;Projectile spawns 2 frames later (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;li&gt;IASA increased (15f -&amp;gt; 17f)&lt;/li&gt;
&lt;li&gt;No longer triggers Orb Dart.&lt;/li&gt;
&lt;li&gt;Reduced chip damage modifier (1.0x -&amp;gt; 0.8x)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Magic Dart&lt;ul&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Vile Clutch&lt;ul&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Missile Form&lt;ul&gt;
&lt;li&gt;Explosion hitbox is now +2 on block.&lt;/li&gt;
&lt;li&gt;Headbutt is now +1 on block.&lt;ul&gt;
&lt;li&gt;Headbutt hitbox is +2 on block when Wizard is buffed with Spark.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Increased backblast knockback (12.75 -&amp;gt; 15)&lt;/li&gt;
&lt;li&gt;Increased backblast DI modifier (1.0x -&amp;gt; 1.5x)&lt;/li&gt;
&lt;li&gt;Reduced backblast minimum damage (500 -&amp;gt; 350)&lt;/li&gt;
&lt;li&gt;Reduced backblast damage in combos (1200 -&amp;gt; 1000)&lt;/li&gt;
&lt;li&gt;No longer triggers Orb Dart.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Bolt of Magma&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Mana Strike&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Mana Kick&lt;ul&gt;
&lt;li&gt;Landing recovery reduced (6f -&amp;gt; 4f). Adjusted to compensate for universal landing lag change.&lt;/li&gt;
&lt;li&gt;Is now +2 on block (+0 on weak hit).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (all versions)&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (air)&lt;ul&gt;
&lt;li&gt;Landing recovery reduced (6f -&amp;gt; 4f). Adjusted to compensate for universal landing lag change.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Icicle (ground, down)&lt;ul&gt;
&lt;li&gt;Goes airborne two frames earlier (6f -&amp;gt; 4f).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Tome Slap&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;li&gt;Spawns Orb Dart 2 frames later.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Conjure Storm&lt;ul&gt;
&lt;li&gt;The close hitboxes break guard and are punishable on block.&lt;/li&gt;
&lt;li&gt;Far hitboxes are +4 on block&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Conjure Weapon&lt;ul&gt;
&lt;li&gt;is now +3 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Combust&lt;ul&gt;
&lt;li&gt;Breaks guard.&lt;/li&gt;
&lt;li&gt;Is now +3 on (reaction) block.&lt;/li&gt;
&lt;li&gt;Reduced damage (1150 -&amp;gt; 1000)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Robot&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Many changes made this patch are in the spirit of improving Robot&amp;rsquo;s neutral while toning down excessive damage (while still keeping it characteristically high).&lt;/li&gt;
&lt;li&gt;Can now automatically cancel certain moves into and out of Drive.&lt;/li&gt;
&lt;li&gt;Now utilizes extra color 2 for customization.&lt;/li&gt;
&lt;li&gt;Getting hit will only disable LOIC if Robot goes into hitstun.&lt;/li&gt;
&lt;li&gt;Drive cancel now works on block.&lt;/li&gt;
&lt;li&gt;Updated some icons&lt;/li&gt;
&lt;li&gt;Armor&lt;ul&gt;
&lt;li&gt;Instead of Robot being able to power through any move, getting hit while in Armor forces Robot to block. By landing Kill Process, however, you can restore the prior functionality of armor for one use.&lt;/li&gt;
&lt;li&gt;This change came of feedback from both casual and competitive players who feel that fighting as and against Robot can become passive and unfun due to Armor discouraging neutral interactions. This should give some advantage to the attacker while still being an extremely strong tool for Robot to shrug off enemy attacks.&lt;/li&gt;
&lt;li&gt;Can no longer be used on Defense or Movement options (except Step)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flight&lt;ul&gt;
&lt;li&gt;Increased fly duration per air option (20f -&amp;gt; 25f)&lt;/li&gt;
&lt;li&gt;Flight momentum is now additively applied with forces, instead of going in a straight direction.&lt;/li&gt;
&lt;li&gt;Robot now has one more air option (4 total).&lt;/li&gt;
&lt;li&gt;Super Jump reduces Robot&amp;rsquo;s air options to 2.&lt;/li&gt;
&lt;li&gt;Can once again fly &amp;amp; block at the same time&lt;/li&gt;
&lt;li&gt;Flying backward or straight up gives Robot some Sadness.&lt;/li&gt;
&lt;li&gt;Robot won&amp;rsquo;t keep flying after Fly is unchecked.&lt;/li&gt;
&lt;li&gt;Flying down will more rapidly counteract upward momentum.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Dodge&lt;ul&gt;
&lt;li&gt;Can no longer fly during dodge.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Propel&lt;ul&gt;
&lt;li&gt;Grounded movement option. 12f IASA. Goes a fixed distance. Robot slides a little after it&amp;rsquo;s over.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Jump&lt;ul&gt;
&lt;li&gt;Has innate projectile armor for 30 frames starting on frame 8&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Super Dash&lt;ul&gt;
&lt;li&gt;Has innate projectile armor once Robot starts moving&lt;/li&gt;
&lt;li&gt;Hitbox is now identical to Step.&lt;/li&gt;
&lt;li&gt;Increased hitstun (14f -&amp;gt; 16f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Return&lt;ul&gt;
&lt;li&gt;Increased IASA (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Step&lt;ul&gt;
&lt;li&gt;Hitbox size reduced&lt;/li&gt;
&lt;li&gt;No longer hits behind Robot&lt;/li&gt;
&lt;li&gt;Animation length increased (15f -&amp;gt; 18f)&lt;/li&gt;
&lt;li&gt;Flipped version adds some sadness.&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;li&gt;Has +2f startup in neutral (IASA 8f -&amp;gt; 10f).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Fall&lt;ul&gt;
&lt;li&gt;Increased IASA during flight (8f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Landing&lt;ul&gt;
&lt;li&gt;Reduced hitbox width (40,000 -&amp;gt; 200).&lt;/li&gt;
&lt;li&gt;Reduced damage by 70% (this accounts for the massive and ridiculous damage increase you could get using Fly)&lt;/li&gt;
&lt;li&gt;Hitbox centers on Robot instead of the opponent now.&lt;/li&gt;
&lt;li&gt;Is no longer hit-cancellable (QOL, shouldnt really ever make a difference).&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kill Process&lt;ul&gt;
&lt;li&gt;Landing this powers up your next use of armor to ignore enemy attacks&amp;rsquo; knockback and continue with your selected move (like before).&lt;/li&gt;
&lt;li&gt;Invulnerability starts later (1f -&amp;gt; 2f)&lt;/li&gt;
&lt;li&gt;Projectile invulnerability lasts for the whole move.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Gravity Field&lt;ul&gt;
&lt;li&gt;Removed. After months of experimentation there&amp;rsquo;s little possibility to make a move like this fit with the game&amp;rsquo;s design goals. It&amp;rsquo;s uninteractive and a boring solution to robot&amp;rsquo;s main problems. Hopefully the other buffs should make up for it.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;LOIC&lt;ul&gt;
&lt;li&gt;Is now a level 2 super (from 1).&lt;/li&gt;
&lt;li&gt;Increased damage (1900 -&amp;gt; 2150)&lt;/li&gt;
&lt;li&gt;Continues to follow the opponent when firing.&lt;/li&gt;
&lt;li&gt;Lowered minimum delay when not used on self.&lt;/li&gt;
&lt;li&gt;Further improved tracking.&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;New move: Overflow&lt;ul&gt;
&lt;li&gt;Air-to-ground command grab. Forces ground bounce. Does not hit vs aerial opponents.&lt;/li&gt;
&lt;li&gt;Landing this restores an air option.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Command Grab&lt;ul&gt;
&lt;li&gt;Increased DI modifier (1.0 -&amp;gt; 1.75)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Bounds Check&lt;ul&gt;
&lt;li&gt;Robot now charges forward during the startup&lt;/li&gt;
&lt;li&gt;Reduced grounded throw hitbox size&lt;/li&gt;
&lt;li&gt;Increased hitbox active time (3f -&amp;gt; 10f)&lt;/li&gt;
&lt;li&gt;Increased IASA (23f -&amp;gt; 36f)&lt;/li&gt;
&lt;li&gt;Has innate projectile armor for 10 frames starting on frame 5&lt;/li&gt;
&lt;li&gt;Aerial version is no longer grab invulnerable.&lt;/li&gt;
&lt;li&gt;Scales combos by an extra hit.&lt;/li&gt;
&lt;li&gt;Adjusted FX.&lt;/li&gt;
&lt;li&gt;Can no longer fly during Bounds Check.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flame Thrower&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Thunder Clap&lt;ul&gt;
&lt;li&gt;Added option to automatically clap after some time (for aerial use).&lt;/li&gt;
&lt;li&gt;Auto version scales the combo by an extra hit.&lt;/li&gt;
&lt;li&gt;Is now +3 on block.&lt;/li&gt;
&lt;li&gt;Reduced damage (1200 -&amp;gt; 1100)&lt;/li&gt;
&lt;li&gt;Reduced min damage (500 -&amp;gt; 300)&lt;/li&gt;
&lt;li&gt;Reduced the extra hitstop gained once per combo (25f -&amp;gt; 10f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Try-Catch&lt;ul&gt;
&lt;li&gt;Is now a true grab.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Remote Bomb&lt;ul&gt;
&lt;li&gt;Can only be hit-cancelled once.&lt;/li&gt;
&lt;li&gt;Collision hitbox is now +1 on block.&lt;/li&gt;
&lt;li&gt;Explosion is now +3 on block.&lt;/li&gt;
&lt;li&gt;Detonation timer won&amp;rsquo;t count down during hitstop.&lt;/li&gt;
&lt;li&gt;The opponent hitting an armed bomb reduces its detonation timer to a maximum of 4 frames.&lt;/li&gt;
&lt;li&gt;Bounces off block now.&lt;/li&gt;
&lt;li&gt;Blocking an active bomb massively reduces its timer, the same as hitting it.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Chain Saw&lt;ul&gt;
&lt;li&gt;Reduced minimum damage per hit (120 WTF -&amp;gt; 60)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Earthquake&lt;ul&gt;
&lt;li&gt;Removed upper body hitbox&lt;/li&gt;
&lt;li&gt;All hitboxes now hit low.&lt;/li&gt;
&lt;li&gt;Throw changes:&lt;ul&gt;
&lt;li&gt;Reduced knockback (8 -&amp;gt; 5)&lt;/li&gt;
&lt;li&gt;Reduced throw damage&lt;/li&gt;
&lt;li&gt;No longer double-increments combo&lt;/li&gt;
&lt;li&gt;Reduced DI modifier (1.5 -&amp;gt; 1.0)&lt;/li&gt;
&lt;li&gt;Increased minimum hitstun time (16f -&amp;gt; 20f)&lt;/li&gt;
&lt;li&gt;Increased DI modifier (1.0x -&amp;gt; 2.0x) when used after Bounds Check.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Ping&lt;ul&gt;
&lt;li&gt;Knockback direction reversed&lt;/li&gt;
&lt;li&gt;Reduced knockback&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;li&gt;Adjusted proration (2 -&amp;gt; 1)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Concussive Blast&lt;ul&gt;
&lt;li&gt;Damage increased (600 -&amp;gt; 700)&lt;/li&gt;
&lt;li&gt;Reduced knockback (5 -&amp;gt; 3)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Saw Blade&lt;ul&gt;
&lt;li&gt;Reduced knockback (10 -&amp;gt; 6, 6 -&amp;gt; 4)&lt;/li&gt;
&lt;li&gt;Is now +3 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Blast&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Optical Beam (both versions)&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Optical Beam (aerial)&lt;ul&gt;
&lt;li&gt;Now hits vs grounded opponents.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Boot&lt;ul&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Crash&lt;ul&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;li&gt;Fly affects vertical momentum.&lt;/li&gt;
&lt;li&gt;Increased damage (500 -&amp;gt; 800)&lt;/li&gt;
&lt;li&gt;Gravity will be applied to Robot if Robot starts moving upward at any time during the move.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Saw Blade&lt;ul&gt;
&lt;li&gt;Added hitbox closer to Robot&amp;rsquo;s body&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Vacuum&lt;ul&gt;
&lt;li&gt;Added windbox that pulls in the opponent.&lt;/li&gt;
&lt;li&gt;Is now -2 on block.&lt;/li&gt;
&lt;li&gt;Added deadzone near Robot&lt;/li&gt;
&lt;li&gt;Slightly increased range&lt;/li&gt;
&lt;li&gt;Decreased active time (3f -&amp;gt; 1f)&lt;/li&gt;
&lt;li&gt;Added point-blank hitbox that does more damage.&lt;/li&gt;
&lt;li&gt;Is now cancellable into all special attacks.&lt;/li&gt;
&lt;li&gt;Increased startup (11f -&amp;gt; 12f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick User (All)&lt;ul&gt;
&lt;li&gt;Is cancellable into everything now.&lt;/li&gt;
&lt;li&gt;Is now +2f on block&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Kick User (grounded)&lt;ul&gt;
&lt;li&gt;Increased victim hitstop (4f -&amp;gt; 8f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Spin Cycle&lt;ul&gt;
&lt;li&gt;Reduced startup (5f -&amp;gt; 4f).&lt;/li&gt;
&lt;li&gt;Reduced damage per hit (650 -&amp;gt; 480)&lt;/li&gt;
&lt;li&gt;Increased victim hitstop (4f -&amp;gt; 6f)&lt;/li&gt;
&lt;li&gt;Adjusted proration (0 -&amp;gt; 2)&lt;/li&gt;
&lt;li&gt;Reduced knockback (7 -&amp;gt; 6.5)&lt;/li&gt;
&lt;li&gt;Is now -1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Hustle&lt;ul&gt;
&lt;li&gt;Air version does not build meter and is 11f IASA&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drive&lt;ul&gt;
&lt;li&gt;Forward&lt;ul&gt;
&lt;li&gt;Starts with 5f of projectile armor.&lt;/li&gt;
&lt;li&gt;Is now +1 on block.&lt;/li&gt;
&lt;li&gt;No longer pointlessly free-cancellable.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Wheelie&lt;ul&gt;
&lt;li&gt;Added anti-air hitbox.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Flip&lt;ul&gt;
&lt;li&gt;Height is now adjustable.&lt;/li&gt;
&lt;li&gt;Reduced hitstun (28f -&amp;gt; 24f)&lt;/li&gt;
&lt;li&gt;Applies less knockback (14 -&amp;gt; 9)&lt;/li&gt;
&lt;li&gt;Applies some forward momentum.&lt;/li&gt;
&lt;li&gt;Added FX.&lt;/li&gt;
&lt;li&gt;Is now +2 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Drift&lt;ul&gt;
&lt;li&gt;is now +1 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Boost&lt;ul&gt;
&lt;li&gt;Is now +3 on block.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Clutch&lt;ul&gt;
&lt;li&gt;Reduced knockback&lt;/li&gt;
&lt;li&gt;Sends more upward&lt;/li&gt;
&lt;li&gt;Reduced hitstun (inf -&amp;gt; 25f)&lt;/li&gt;
&lt;li&gt;Reduced IASA (32f -&amp;gt; 21f)&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;my god! absolutely HEAPS OF CHANGES to YOUR FAVORITE CHARACTER! what the heck? YOUR MAIN is now bottom tier and WIZARD is &lt;strong&gt;&lt;em&gt;SSSS++++&lt;/em&gt;&lt;/strong&gt;??? be not afraid&amp;hellip;&lt;/p&gt;</description><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate><guid>https://ivysly.com/hustle/patchnotes/1.8.0</guid></item></channel></rss>