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.
You can now filter lobbies by whether or not they use custom characters.
Increased global aesthetic freeze frames modifier on hit, just a little.
Character Changes
All Characters
Getting hit out of a super within 3 frames will now grant you half of the super meter you lost.
You can no longer die from Sadness.
Counter-hit changes
Basically every neutral interaction ends with a counter-hit, so I’m toning down the reward.
Counter-hit attacks now do 10% extra damage.
Extra hitstun on counter-hit has been removed (5f -> 0f).
Extra hitstop on counter-hit has been removed (3f -> 0f).
Ninja
Made Ninja’s toggles more visually consistent with the rest of the cast.
Super Fall
Disables Pull while active.
Dive Kick (grounded)
Up version changes
Incurs +8 frames hitstop when parried
Transitions into a recovery animation after a short time
Dive Kick (aerial)
Reduced startup when Ninja has no Initiative (12f -> 9f)
Boost
Removed stack exploit that regenerated decayed boost.
No longer decays under a speed of 8.
No longer decays when Ninja is hit or blocks.
Grappling Hook
using Pull now uncaps Ninja’s speed.
Added back the extra momentum in neutral.
Removed pull + block. Too safe!
Whip Wave
Added 6f extra hitstop when parried
Summon
Forward kunai summon spawns 1 pixel higher.
This move was terrorizing the Robot matchup.
Stomp
Increased hitstun (30f -> 31f)
Sweep
Ninja is now moved forward 16px on hit.
Cowboy
Time Splitter
Why did this 4 meter super do no damage lol
Increased damage (1450 -> 2000)
Increased minimum damage (600 -> 1000)
Wizard
Updated gravity bar visuals.
Orb
Orb Portal
No longer scales meter during combos.
Can’t be locked for 20 frames after getting unlocked by Push Block.
Dart
Damage proration adjusted (+0 -> +2)
Swords
Damage proration adjusted (+0 -> +1)
Lightning
Damage proration adjusted (+0 -> +2)
Telekinesis
Stomp hitbox hits OTG now lmao.
Updated visuals to match the hitbox (why was it like that?).
Fast Fall
Removed fast fall + block. Too safe!
Back Dash
Reduced speed (8 -> 7)
Mana Dart
Increased damage in neutral (800 -> 900)
Flame Wave
Now has a 30 frame cooldown after the flame dissipates.
Confusing Touch
Fixed bug making this invisibly less safe than it should be.
Can now be blocked and parried.
Is now +1 on block.
Icicle (grounded, down)
No longer hitcancels on block.
Can now be followed up into another aerial icicle.
Robot
Robot’s knockback reduction no longer reduces Burst knockback.
Robot now stops flying during Burst and grab techs.
Landing
Shockwave charge is lost when Robot’s melee attacks are parried.
Step
Is now -1 on block (from +0). it’s still a low so it’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.
Propel
Holding while drive is toggled will no longer cancel the transformation.
Magnetize
IASA reduced in combos (16f -> 8f)
Flamethrower
Is now a low. I don’t give a fuck
Bounds Check
Flipping this move in neutral now has a sadness penalty.
Try-Catch
Is now +2 on block (from +1)
Ping
Increased hitstun in neutral (12f -> 14f)
Earthquake
No longer has extra knockback after Bounds Check.
Kick User (grounded)
added another hitbox closer to robot and extended upward a bit.
Mutant
For a low-damage character, Mutant was dealing too much damage. I’ve decreased it in some areas, and improved it in others.
Lots and lots of QOL for mutant this patch, I think this character will be eating good.
Now gains 1 charge of Juke on parry
Up Juke no longer uses an extra air option on moves that already consume one.
Mutant is now refunded half a Juke charge if hit by burst on the same turn in a combo.
Burst Cancel
Mutant can now Burst Cancel after hitting most attacks, even if they don’t hit-cancel.
Rebirth
Damage increased (1250 -> 1450)
Minimum damage increased (300 -> 500)
Caustic Barrage
Reduced combo damage (200 -> 150)
Reduced minimum damage (50 -> 40)
Air Dash
Mutant gains a Juke pip on frame 5 of a full (100) air dash.
H. Acid Slash
Increased hitstun in neutral (38f -> 46f)
V. Acid Slash
Is now a guard break. Mutant needed a decent air-to-ground tool.
Reduced knockback (15 -> 12)
Caustic Spike
Reduced IASA in neutral (22f -> 20f)
Shockwave
Reduced combo damage on projectile (750 -> 600)
Sneak Attack
Improved tracking.
Crossing through the opponent resets Mutant’s vertical momentum.
Corkscrew
You should be able to finish the animation after hitting the opponent by holding now. That you couldn’t do this before was a bug.
Leap Slash
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’ aerial gameplans completely unsafe for little risk on Mutant’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’t think it makes sense to leave this as-is.
Reduced forward momentum on forward leap slash.
Reduced speed by 25% when used in the air and 15% on the ground.
Is now up-jukeable from the ground.
Shred (both versions)
DI Nudge has a drastically lower effect until the last hit.
Landing hitbox always comes out during combos.
Last hit no longer vacuums, instead it sends away from Mutant.
Increased knockback on last hit (5/6 -> 8)
Last hit sends airborne.
Shred (grounded)
Fixed bug where this was able to hit unparriable in 2f sometimes.
The first hit now pulls the opponent on block.
Dash Attack
Forward version 2nd hitbox is active for one more frame (2f -> 3f)
Back version is now +1 on block (from -1).
Back version no longer hitcancels on block.
Back version now goes through the opponent.
Back version resets momentum on block.
Swipe (low)
Reduced pushback on block
Shred
Fixed bug where this was still able to hit unparriable in 2f sometimes.
Kick (grounded)
Increased victim hitstop (7f -> 9f in neutral, 11f in combo)
Hurtbox shifts earlier (f11 -> f7), is smaller, and shifted higher up.
Dash Attack (forward)
Does not land-cancel until frame 9
Forward/Back Throw (grounded)
Gravity increased by 1.2x, meaning Mutant now ends the animation grounded.