• Lobbies now wait for characters to load, this should fix the “mod mismatch” issue
  • Adjusted sound effect for all level-1 supers (think of them like EX moves…)
  • Added some global freeze frames on hit/block. Shouldn’t affect gameplay at all. The goal is to make full-speed replays a little more watchable and satisfying.
    • You can turn it off in the options if you want, for now.
    • Might break some modded character cutscenes?

Character Changes

All Characters

  • Moves that don’t scale combos should no longer be resetting proration on the 2nd hit. probably introduces new bugs
  • Dash Grab
    • Forward momentum is delayed to the 2nd frame.
  • Whiff Cancel / Instant Cancel
    • Changed FX

Ninja

  • Boost
    • Decreased parry penalty to 10f (from 20f)
    • Updated SFX
  • Back Sway
    • Invulnerability now starts on frame 3 (from frame 1)
    • Now automatically follows into Palm Strike on hold.
  • Jump Kick
    • Reduced landing lag (15f -> 8f)
  • Uppercut (grounded)
    • Now is interruptible into all movement options after recovering.
  • Uppercut (aerial)
    • Now is interruptible into all movement options after recovering.
    • First hitbox no longer is block-punishable.
  • Shuriken
    • Powered-up shuriken is no longer affected by Gust and Zephyr.
  • Chuk Heavy
    • IASA reduced (19f -> 16f)
    • Added 4f extra hitstop on parry
  • Kick (aerial)
    • Fixed no-impact land hitcancel having fewer options
  • Dive Kick
    • Upward versions hitcancel on block.

Wizard

  • Orb
    • Fixed pushblocking Orb Dart not unlocking the orb.

Cowboy

  • Can no longer use Rift, Shift, Drift, or Sight toggles when blocking.
  • Draw Cancel IASA has been increased by 1f across the board.
  • Time Splitter
    • Reduced startup (11f -> 6f)
  • Lightning Slice
    • Now sends airborne.
  • Quick Draw
    • Increased IASA (11f -> 12f)
  • Upward Swipe
    • No longer draw-cancellable.
  • Pistol Whip
    • Is now draw cancellable.
    • Can no longer be free-cancelled (or draw-cancelled) from Quick Draw.

Robot

  • Launch
    • Now uses 1/4 fuel (from 1/2)
  • LOIC
    • Is now +2 on block (from +1)
    • Increased active time
  • Crash
    • Added 4f hitstop when this move gets parried.
  • Landing
    • Shockwave is now unparriable for the first 6 frames.
    • Shockwave is no longer affected by Gust or Zephyr.
  • Remote Bomb
    • Di nudge disabled when armed (prevents double-SDI issue)
    • Explosion changes
      • Increased explosion hitstop (8f -> 10f)
      • Explosion no longer incurs hitstop on the explosion hitbox itself (lol)
      • Reduced knockback on explosion (10 -> 0.9)
  • Ping
    • Drive cancel happens 3 frames earlier
  • Drive
    • Fixed this move being punishable on block. Oops!!!!!!!!!!

Mutant

  • Mutant has some stalling issues so most of these changes are made to address that.
    • Slightly increased typical passive sadness gain
      • Flavor: Mutant has a bloodlust that makes him more sad than typical characters when he’s not fighting.
  • Jump
    • Increased sadness penalty on jumping backward.
  • Dash Back
    • Increased sadness penalty.
  • Super Dash
    • Gives a juke pip once Mutant starts moving and another later on.
  • Dash
    • Mutant gains a pip of juke when using 100 dash (does not work for repeated dashes).
  • Caustic Barrage
    • Decreased first-hit damage (800 -> 500)
  • Caustic Spike
    • Initiative startup reduction is now a combo-only bonus and still only happens while airborne.
  • Pounce
    • Is now +2 on block (from +1)
    • If you miss with this move, Mutant becomes vulnerable. :fefe:
  • Envenom
    • Adjusted damage proration (+0 -> +3)
  • Leap Slash
    • Adjusted hurtbox.
    • Added some limb hurtboxes.
    • Can’t clash anymore.
  • Shred
    • Grounded version now has projectile invulnerability once Mutant leaves the ground.
    • Increased hitbox size.
    • Landing hitbox doesn’t trigger until the aerial hitbox comes out.
  • Low Swipe
    • Reduced low-profile