Nickelodeon All-Star Brawl 2/Patch Notes: Difference between revisions

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== April 24th, 2024 | 1.8 | Zuko Now Available ==
== 1.13 | April 24th, 2024 | Patch 1.13 ==
https://nickelodeonallstarbrawl.com/update-1-8-zuko-now-available/
https://nickelodeonallstarbrawl.com/patch-1-13/


<big>'''BALANCE CHANGES'''</big>


<big>'''REN & STIMPY'''</big>
----
 
<big>'''KORRA'''</big>


<big>'''NIGEL'''</big>


<big>'''MR. KRABS'''</big>
<big>'''Undocumented Changes'''</big>
* Placeholder




----
----


== March 1st, 2024 | 1.7 | Rotation Mode, New Stage Layouts, Items and More ==
https://nickelodeonallstarbrawl.com/update-1-7-rotation-mode-new-stage-layouts-items-and-more/


<big>'''NEW CONTENT'''</big>
== 1.12 | November 1st, 2024 | Iroh Release ==
https://nickelodeonallstarbrawl.com/patch-1-12-iroh-release/


<big>'''BUG FIXES'''</big>


<big>'''GENERAL'''</big>
----


<big>'''BALANCE CHANGES'''</big>


<big>'''PATRICK'''</big>
<big>'''Undocumented Changes'''</big>
* Placeholder


<big>'''SQUIDWARD'''</big>


<big>'''MECHA PLANKTON'''</big>
----


<big>'''EL TIGRE'''</big>
== 1.11 | July 3rd, 2024 | Rocksteady Release ==
https://nickelodeonallstarbrawl.com/patch-1-11-rocksteady-release/


<big>'''ROCKO'''</big>


<big>'''LUCY'''</big>
----


<big>'''DAGGET'''</big>


<big>'''AANG'''</big>
<big>'''Undocumented Changes'''</big>
* Placeholder


<big>'''KORRA'''</big>


<big>'''AZULA'''</big>
----


<big>'''RAPHAEL'''</big>
== 1.09/1.10 | June 26th, 2024 | Post-Zuko / Pre-Rocksteady Patch ==
https://nickelodeonallstarbrawl.com/patch-1-10-pre-rocksteady-patch/


<big>'''DONATELLO'''</big>
NEW CONTENT:
* New Squads Mode: Form a Squad by choosing your 3 favorite Brawlers and engage in a dynamic fight against your opponent’s Squad! Once a character is KOd, the next will take their place in battle!
* New Game+: Repeat the story with all unlocked perks and cosmetics. Added an increased difficulty, stage, rule variants and new cosmetic rewards.


<big>'''APRIL'''</big>
*Weight reduced on the following characters (Gertie, Korra, Krabs, Patrick, Reptar, MechaPlankton)
*Improved height at which Gun items projectiles are shot for Azula, Donatello, Ember, Gerald, Grandma Gertie, Korra, Raphael, Reptar, Squidward and Zuko.
*Companion Bug: Fixed an issue where players were not able to control their companion while another companion was spawning for the first time. (This used to affect Jimmy+Goddard, Zim+GIR and Rocko+Spunky).


<big>'''DANNY'''</big>
<big>'''BALANCE CHANGES'''</big>


<big>'''EMBER'''</big>
<big>'''Patrick'''</big>


<big>'''GRANDMA GERTIE'''</big>
* Weight reduced from 1.17 to 1.08.


<big>'''GERALD'''</big>
Special Up:
* Removed Hand Hitboxes
* Adjusted how fast Patrick lunged to match the aerial version of the move.


<big>'''NIGEL'''</big>
Special Neutral:
* Fixed the air stalling being consumed when performed on the ground.


<big>'''JENNY'''</big>
Special Down:
* There was an issue where if Patrick successfully landed a Slime Special Down, Slime Attack properties would be retained every time Patrick performed a Special Down from there on, even if it was not using slime, this was fixed.


<big>'''REPTAR'''</big>
<big>'''Squidward'''</big>


<big>'''REN & STIMPY'''</big>
Special Up:
* Adjusted hitboxes priority and reduced multihit rate.


<big>'''MR. KRABS'''</big>
Charge Air Down Land:
* Fixed an issue where the collision did not reset properly.


<big>'''Mecha Plankton'''</big>


----
* Weight reduced from 1.18 to 1.1.


== February 15th, 2024 | 1.6 | Mr. Krabs Now Available ==
Light Air Back Early:
https://nickelodeonallstarbrawl.com/update-1-6-mr-krabs-now-available/
* BaseKnockback decreased on sweet spot: (16.7 → 15.5)
* KnockbackGain increased on sweet spot: (13.8 → 16)
* Damage increased on sweet spot: (13 → 14)
* KnockbackGain increased on sour spot hit: (9.8 → 16)
* Damage increased on sour spot hit: (9 → 10)


<big>'''GRANDMA GERTIE'''</big>
Light Air Neutral MultiHit:
* Start Up Reduced
* Improved multihit consistency


<big>'''SQUIDWARD'''</big>
Light Finisher:
* BaseKnockback increased: (9.5 → 11)
* HitStunMinimum increased: (10 → 18)


<big>'''REN & STIMPY'''</big>
Light Neutral 1 (Anti Air):
* HitStunMinimum increased: (7 → 9)
* Damage increased: (5 → 7)


<big>'''DONATELLO'''</big>
Special Neutral:
* Increased Air Speed and Acceleration while shooting sauce


<big>'''NORBERT'''</big>
<big>'''Aang'''</big>


Light Air Up:
* BlockStun decreased: (8 → 6)


----
Light Air Back:
* Slightly reduced hitboxes size


== February 9th, 2024 | 1.5 | Controller Updates, General Fixes and Recoveries ==
Light Air Neutral:
https://nickelodeonallstarbrawl.com/update-1-5-controller-updates-general-fixes-and-recoveries/
* Improved multihit consistency size


<big>'''GENERAL'''</big>
Light Air Up:
* BlockStun decreased: (8 → 6)
* Now Reversible


<big>'''STAGES'''</big>
Charge Air Up Finisher:
* BlockPush decreased: (1.2 → 0.6)


<big>'''JIMMY'''</big>
Charge Air Up:
* Decreased hitboxes and VFX
* BaseKnockback increased: (5 → 10)
* Improved multihit consistency
* Increased landing lag from 15 to 17


<big>'''GERALD'''</big>
Special Neutral Air:
* Added landing lag frames from 0 to 12


<big>'''GARFIELD'''</big>
Special Down Air:
* Fixed an issue where Aang Special Down End state would cancel on land making it really safe on block.


<big>'''APRIL'''</big>
Special Up:
* Reduced momentum kept after slime canceling
* Increased hit lag while rising both on hit and on block
* Slightly increased startup on Dive
* Decreased BlockPush on Dive (1 → 0.7)


<big>'''SQUIDWARD'''</big>
<big>'''Korra'''</big>
* Weight Reduced from 1.05 to 0.97


<big>'''DANNY'''</big>
Special Forward:
* Can no longer be held to travel further, it has been reworked to a short burst forwards
* First actionable frame is now frame 17


<big>'''AANG'''</big>
Light Air Down:
* Greatly increased the floor detection distance to spawn the Earth Bending hazard
* Korra now has a slight impulse upwards when spawning rocks below, this is bypassed if down is still being held


<big>'''KORRA'''</big>
Charge Air Down:
* Fixed an issue where the airstall limit was not refreshing on land
* Hitlag increased on hit: (6 → 16)


<big>'''RAPHAEL'''</big>
Charge Air Up 2:
* Now Reversible


<big>'''DONATELLO'''</big>
Light Air Forward – Fire:
* BaseKnockback increased: (11.5 → 12.5)
* KnockbackGain decreased: (18 → 16)


<big>'''REPTAR'''</big>
Light Air Forward:
* BaseKnockback increased: (9 → 10)
* KnockbackGain decreased: (17.5 → 16)
* Angle changed: (35° → 40°)


<big>'''MECHA PLANKTON'''</big>
Light Dash:
* Improved consistency between hits


<big>'''EMBER'''</big>
Light Dash – Projectile Finisher:
* KnockbackGain increased: (2 → 12)
* BlockPush decreased: (1.5 → 0.3)
* Hitlag increased on hit: (0 → 4)
* Hitlag increased on block: (0 → 1)


<big>'''JENNY'''</big>
Light Down:
* KnockbackGain decreased: (16.2 → 13.5)
* Hitlag increased on hit: (5 → 11)
* Hitlag increased on block: (5 → 11)
* Hitlag increased on hit on Hazard: (3 → 16)
* Damage decreased on Hazard: (10 → 7)
* BlockDamage decreased on Hazard: (10 → 7)


<big>'''REN & STIMPY'''</big>
Light Forward:
* Hitlag increased on hit: (9 → 10)
* Hitlag increased on block: (9 → 10)


<big>'''INVADER ZIM'''</big>
Grab:
* Increase the size of lower grab box to affect small characters


<big>'''EL TIGRE'''</big>
<big>'''April'''</big>


<big>'''DAGGET'''</big>
Light Air Up:
* Now has reversible hitboxes


<big>'''NORBERT'''</big>
Special Neutral:
* Fixed an issue where players could loop Special Up followed by Special Neutral indefinitely.


<big>'''NIGEL'''</big>
<big>'''Donatello'''</big>


<big>'''SPONGEBOB'''</big>
* Improved Special Down Counter functionality


<big>'''PATRICK'''</big>
<big>'''Danny'''</big>
* Fixed a bug where Danny’s collision detection would offset after performing his Ultimate.
* Slime Meter gain across all his attacks decreased by 20%


<big>'''AZULA'''</big>
Light Neutral:
* Hitboxes adjusted


<big>'''GRANDMA GERTIE'''</big>
Light Air Back:
* Reduced the momentum retained after canceling the start up into other attacks.


<big>'''ROCKO'''</big>
Light Air Neutral:
* Reduced Blockstun on Sweetspot (7 → 5) and sourspot (5 → 3).


Light Air Forward 1:
* HitStunMinimum increased: (10 → 11)


----
Light Air Forward 2:
* HitStunMinimum increased: (10 → 13)


== December 22nd, 2023 | 1.4 | Team Attack, Share Stocks and Fixes ==
Light Air Down – Initial Spike:
https://nickelodeonallstarbrawl.com/update-1-4-preview-team-attack-share-stocks-and-fixes/
* Hitbox radius reduced.


<big>'''NEW'''</big>
Light Air Down – Ice Projectile:
* BaseKnockback increased: (7.5 → 11.5)
* HitStunMinimum increased: (1 → 8)
* Angle changed: (-60° → 65°)


<big>'''GENERAL'''</big>
Special Neutral:
* Punch hitbox reduced blockstun (12 → 7).
 
Charge Air Forward:
* Reduced the recovery cancel window on hit.
 
<big>'''Jimmy Neutron'''</big>
* Fixed an issue on Charge Air Down where the bubble would disappear ahead of time
* Changed glow on Special Forward from purple to blue, fixed an issue where the glow would not appear if the charge was full upon landing
* Fixed visual issues while grabbing the edge
* Jimmy can now act out of Special Up without jumping
* Fixed an issue where the Slime version did not increase damage on Charge Up and Charge Forward
 
Light Neutral:
* Adjusted hitboxes to match visuals better on Light Neutral and its variations.
 
Charge Down:
* Improved consistency between hits


<big>'''CAMPAIGN'''</big>
Ultimate Attack:
* Fixed collision interactions with platforms on exit


<big>'''PATRICK'''</big>
Special Up:
* Fixed an issue where Jimmy could perform 2 Special Up if the first one was on the ground.


<big>'''SQUIDWARD'''</big>
Light Neutral and Light Air Neutral:
* Adjusted hitboxes to better match visuals
* Fixed hitbox blindspots on aerial and walking states.


<big>'''REN & STIMPY'''</big>
Light Up:
* Implemented as multihit
* KnockbackGain decreased: (15.5 → 14.5)
* BlockPush decreased: (0.6 → 0.2)
* Hitlag decreased on hit: (9 → 6)
* Hitlag decreased on block: (9 → 6)
* Damage decreased: (8 → 3)
* BlockDamage decreased: (8 → 3)
* Increase the effect of DI on launch


<big>'''RAPHAEL'''</big>
Charge Air Up:
* KnockbackGain decreased: (17.5 → 16)


<big>'''DONATELLO'''</big>
Light Forward Sweetspot:
* BlockPush decreased: (1.5 → 0.7)


<big>'''APRIL'''</big>
Light Forward:
* BlockPush decreased: (1.2 → 0.3)


<big>'''DANNY PHANTOM'''</big>
Charge Air Down:
* Hitbox size reduced


<big>'''AANG'''</big>
Goddard:
* Fixed an issue where Goddard fell during Jimmy’s Ultimate.
* Fixed an issue that caused a phantom explosion to appear after Jimmy was KOed.
* Fixed an issue where the swirling VFX would stay during his attacks.
* Fixed an issue where Goddard was not exploding on Block during his run state.
* Goddard now resets debuffs if KOed.
* Reworked Goddard’s Explosion when Jimmy Taunts, Goddard now takes 44 frames to explode, hitbox size slightly increased.
* Fixed Right Stick input detection while using Goddard so it properly performs an action depending on the direction the stick was pressed.


<big>'''KORRA'''</big>
<big>'''Zim'''</big>
* Increased recovery distance for Special Up with and without GIR
* Added ability to hold or tap B to briefly hover during Special Up without GIR
* Fixed an issue where Zim and GIR would grab the opponent at the same time and cause them to lose a stock.
* Made ExpSlowsion Bomb (Special Down Bomb) Physics slightly heavier.


<big>'''AZULA'''</big>
Charge Air Forward:
* Hitboxes slightly decreased.
* Can no longer reverse hit.


<big>'''NIGEL'''</big>
Charge Air Up Charge Air Up Explosion:
* Increased hitbox size when exploding.
* Hitlag decreased on block: (10 → 3).


<big>'''GARFIELD'''</big>
Charge Forward – Final:
* Can no longer reverse hit


<big>'''JIMMY'''</big>
Charge Down – Gnome:
* Increased range
* Increase distance traveled after charging the attack


<big>'''GERALD'''</big>
Grab Throw Forward – Bomb:
* Can now reverse hit.


<big>'''GRANDMA GERTIE'''</big>
Light Air Back:
* Damage decreased on sweet spot: (16 → 13)
* Damage decreased on sour spot: (14 → 11)
* BlockDamage decreased on sour spot: (12 → 11)


<big>'''ANGRY BEAVERS'''</big>
Light Air Down:
* Hitlag On Hit and On Block increased: (4 → 8) Late Hit: (4 → 6)


<big>'''ZIM'''</big>
Light Air Up:
* Improved consistency between hits


<big>'''EL TIGRE'''</big>
Light Up:
* KnockbackGain increased on sour spot: (10.5 → 15.5)
* Damage decreased on sour spot: (8 → 5)
* BlockDamage decreased on sour spot: (8 → 5)
* BaseKnockback increased on sweet spot: (9.5 → 10.5)
* Damage decreased on sweet spot: (10 → 7)
* BlockDamage decreased on sweet spot: (9 → 7)


<big>'''EMBER'''</big>
Gir:
* Increased the Knockback received
* Reduced stamina on Slime version
* GIR now receives knockback when hit
* Knockback received is x1.3 higher than average
* Increased stamina to compensate


<big>'''JENNY'''</big>
<big>'''El Tigre'''</big>
* Adjusted grounded physics for Walk and Run
**Walk speed: (1.48 → 1.28)
**Run speed: (1.42 → 1.3)


<big>'''MECHA PLANKTON'''</big>
Light Air Forward:
* Reworked hitboxes to have a weaker hit on the last active frames.
* KnockbackGain increased: (17 → 19)
* BlockPush decreased: (0.6 → 0.4)
* BlockStun decreased: (7 → 5)


<big>'''ROCKO'''</big>
Light Air Back – Sweetspot:
* BlockPush decreased: (0.8 → 0.4)
* BlockStun decreased: (7 → 4)
* Can no longer be reversible


Light Air Back – Weak:
* BlockPush decreased on sour spot: (0.5 → 0.2)
* BlockStun decreased on sour spot: (6 → 3)
* Can now be reversible
* Angle changed: (145° → 35°)


----
Light Air Back:
* BlockPush decreased on sweet spot: (0.8 → 0.3)
* Can now be reversible
* Angle changed: (140° → 40°)


== December 5, 2023 | 1.3 v1 | Steam Only ==
Light Air Down – Air:
https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english
* BlockPush decreased: (1.2 → 0.6)
* BlockStun decreased: (13 → 10)


* Small bug fixes
Light Air Down:
* Steam Deck support completed
* BaseKnockback increased: (7 → 12.5)
* BlockPush decreased: (1.2 → 0.6)
* BlockStun decreased: (13 → 10)
* Sound changed: (HitPunchBig → HitStabBig)


Light Air Neutral:
* Slightly decreased hitboxes size.
* BlockPush decreased on sweet spot: (0.6 → 0.4)
* BlockPush decreased on sourspot: (0.6 → 0.2)


----
Light Air Up:
* Adjusted outer hitboxes to be less disjointed to the sides
* BlockPush decreased: (0.5 → 0.4)
* BlockStun decreased: (7 → 6)
* Damage decreased: (12 → 10)
* lockDamage decreased: (12 → 10)


== December 1st, 2023 | 1.3 | New Features, Gameplay Feel and Balance Updates ==
Light Air UpSide Hits:
https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/
* BlockPush decreased: (0.5 → 0.2)
* BlockStun decreased: (6 → 5)


<big>'''GENERAL GAMEPLAY'''</big>
Light Down:
* The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
* KnockbackGain increased: (9 → 13)
* Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
* Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
* Jump back now overrides horizontal run/dash momentum.
* The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
* Tech roll intangibility duration reduced from 28 frames to 20.
* Perfect block is no longer bufferable.
* The block VFX now changes color during the perfect block window.
* Turnaround specials buffer increased to 15 frames.
* Ultimate attacks end lag is not intangible anymore.
* Decreased slime block per-frame cost from 0.8 to 0.4.
* Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
* Fixed bug that made it impossible to DI slime charge moves.
* Time out now happens when counter is at 0 instead of 1.
* Slime cancel freeze frames no longer affect characters who are in Land Hard state.
* Fixes to ultimates SFX.
* Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
* Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
* Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
* Reversible toggle added to multiple hitboxes across the cast.
* Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
* Edge Actions can no longer be bufferable while holding the Edge.


Light Up – Weak:
* BlockStun decreased: (6 → 4)


<big>'''CONTROLS'''</big>
Light Up:
* The D pad can now be set to movement on controllers.
* BlockStun decreased: (6 → 5)
* C stick implementation for keyboard players.
* Ability to separately modify if C stick does charge or light moves on ground or in air.
* TRAINING MODE
* Training mode DI visualizer and CPU DI Options.
* Training mode Hitstun visualizer.
* Training mode now saves settings when exiting to switch characters.


Special Neutral:
* Fixed an issue where Special Neutral would retain a lot of upwards momentum.
* BlockStun decreased: (6 → 4)
* InstigatorAdvantageOnBlock decreased: (0 → -2)


<big>'''ONLINE'''</big>
Special Down:
* Ranked mode is now best of three matches.
* Added a hitbox during startup to redirect projectiles
* Ranked rating can now go above 1000.
* Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
* Rematch button is now at the top of the menu options in lobby matches.
* Added AFK detection to results screen.
* Added ability to boot people from an online lobby.
* Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.


Special Up:
* Added a small impulse upwards after the recovery is finished.


<big>'''OPTIONS'''</big>
<big>'''Garfield'''</big>
* Crossplay options no longer reset whenever the game is closed.
* Fixed an issue where Special Neutral would retain a lot of upwards momentum.
* Added option to disable Screen Shakes.


<big>'''Angry Beavers'''</big>
* Cooldowns have been increased across the board.


<big>'''CAMPAIGN'''</big>
<big>'''Dagget'''</big>
* Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
* Adjusted Hurt boxes during Special Up and Charge Down
* Blimps are now given to the player if they skip the power-up selection in a power-up stage.
 
* Added campaign save slots.
Charge Air Forward:
* Quitting in the middle of a campaign run no longer changes the controls profile.
* Limited to 1 per air time.


<big>'''AUDIO'''</big>
<big>'''Norbert'''</big>
* Items SFX volume is now controlled by the SFX slider.
* Harmonic Convergence stage volume fixes.
* Ultimates Hits and SFX are now working properly.


<big>'''SPONGEBOB'''</big>
Charge Air Down – Tip:
* Following moves can now reverse hit:
* HitStunMinimum increased: (5 → 25)
** Light Air Down
** Light Air Forward


Charge Air Down:
* HitStunMinimum increased: (5 → 25)


* Charge Air Down Late
Charge Air Forward – Tip:
** KnockbackGain decreased: (22,5 → 17)
* HitStunMinimum increased: (5 → 50)
* Reversible toggle disabled


Charge Air Forward:
* BaseKnockback increased: (8.5 → 10.5)
* KnockbackGain increased: (15 → 17)
* HitStunMinimum increased: (0 → 50)
* Can no longer be reversible
* Angle changed: (51° → 43°)


* Charge Air Down
Charge Down – Last:
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* Can no longer be reversible
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)


Charge Down:
* Can no longer be reversible.
* Angle changed: (135° → 45°)


* Charge Air Forward
Charge Forward – Clean:
** BaseKnockback decreased: (12 → 11,5)
* Can no longer be reversible.
** KnockbackGain increased: (17 → 18,8)


Charge Forward – Late:
* Can no longer be reversible.


* Charge Air Up
Light Air Forward – Center:
** BaseKnockback decreased: (13,5 → 11)
* Can no longer be reversible.
** KnockbackGain increased: (12 → 16,5)
** Angle changed: (69° → 70°)


Light Air Forward – Tip:
* Can no longer be reversible.


* Charge Down
Light Air Forward:
** BaseKnockback increased: (9 → 10)
* Can no longer be reversible.
** KnockbackGain increased: (20 → 22,6)
** BlockDamage decreased: (12 → 11)
** Angle changed: (38,5° → 40°)


Light Air Up – Center:
* BaseKnockback increased: (8 → 12)
* KnockbackGain increased: (13.5 → 15)


* Charge Forward
Light Air Up – Close:
** BaseKnockback decreased: (12,5 11)
* BaseKnockback increased: (7 10)
** KnockbackGain increased: (23,5 → 23,8)
* KnockbackGain increased: (12.5 → 15)
** CanReflectProjectiles toggle enabled
** BlockDamage decreased: (18 → 14)


Light Up:
*  KnockbackGain increased: (15 → 17)
*  Angle changed: (45° → 75°)


** Charge Up – Clean
Grab Throw Down:
** KnockbackGain increased: (20 → 20,5)
* Angle changed from -30° to 115°


<big>'''Jenny'''</big>
* Reworked Slime Special Forward: Special Forward
* Fixed Ponytails hurtbox Intangibility during Light Up


* Grab Throw Up
Light Forward Front:
** Implementation changes to increase consistency (should not make opponents land on platforms anymore)
* BaseKnockback increased: (6.55 → 10)
* Angle changed: (47° → 80°)


Special Down:
* Reworked Slime Attack: now shoots a bigger single projectile diagonally downwards


* Light Air Down – Air
Special Forward:
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Reworked Slime Attack: no longer shoots projectiles, increased startup, greatly increased damage, knockback and block damage
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


Special Up:
* Fixed an issue where Jenny was able to land on the edge while going upwards, this lead to a bug where she was unable to perform Special Up again, this has been fixed as well


* Light Air Down – Lingering Inner
<big>'''Lucy Loud'''</big>
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


Charge Forward Ghost:
* BlockStun decreased: (4 → 2)
* Hitlag decreased on block: (5 → 1)
* Damage decreased: (13 → 9)
* BlockDamage decreased: (13 → 9)
* Total Frames increased from 48 to 56
* Can act as soon as frame 14 on hit


* Light Air Down – Lingering Outer
<big>'''Ember'''</big>
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


Charge Air Forward:
* Fixed BlockPush issues.


* Light Air Down
<big>'''Gerald'''</big>
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Fixed an issue where Gerald was not able to perform his Skateboard Forward Special if he started Skateboarding in the air.
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


Special Forward:
* Fixed an issue where Gerald was able to immediately perform grounded moves when landing during skateboard


* Light Air Forward
Charge Air Up Finisher:
** Hitboxes tweaked so spike is not present in all of the move’s range.
* KnockbackGain decreased: (16.8 → 15.8)/span>


Grab Throw Up:
* KnockbackGain increased: (14 → 16)/span>
* Total frames increased from 50 frames to 64 frames./span>


'''Attack data changes:'''
Light Air Up:
* Light Air Forward – Sourspot
* Multihit hitstun frames are now set to a maximum of 18./span>
** HitlagBaseOnHit increased: (6 → 10)
** HitlagBaseOnBlock increased: (6 → 10)
** Damage increased: (1 → 5)
** BlockDamage increased: (1 → 5)


Light Up:
* Added intangibility to Head hurtboxes/span>


* Light Air Forward
<big>'''Grandma Gertie'''</big>
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* Weight Reduced from 1.03 to 0.95
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
* Fixed an issue where Gertie was able to act earlier than intended on the following moves: Charge Air Forward, Charge Air Down, Charge Air Up, Light Air Back, Light Air Down, Light Air Up, Light Air Forward, Light Air Neutral.
** BlockDamage decreased: (14 → 13)


Special Down:
* Gertie is now able to have 2 active items out at once.
* Gertie has a 0% chance to pull holdable items if she already has one in her hand.
* Visual on paper when there are 2 items out has been improved.
* Balloon movement has been changed to rise slower


* Light Air Neutral
Special Up:
** Startup increased by 1 frame and aerial endlag increased by 2 frames.
* Hook snap range has been increased on both normal and Slime versions.


Charge Forward:
* Start Up Increased: (17 → 23)


* Light Dash
Charge Down:
** BaseKnockback decreased: (14,5 12)
* Damage decreased on sweet spot: (17 15)
** KnockbackGain increased: (10 15)
* Damage decreased on sour spot: (14 13)


Light Air Back:
* Damage decreased on sweet spot: (14 → 12)


* Light Finisher
Light Air Down – Left:
** BaseKnockback decreased: (14 10)
* Damage increased: (4 6)
** KnockbackGain increased: (8 12)
* BlockDamage increased: (4 6)


Light Air Down – Right:
* Damage increased: (4 → 6)
* BlockDamage increased: (4 → 6)


* Light Forward  
Light Air Forward:
** BlockPush decreased: (1,25 0,8)
* Damage decreased on sweet spot: (18 → 16)
* BlockDamage decreased on sweet spot: (18 → 16)
 
Light Air Up:
* BaseKnockback increased on sweet spot: (9.7 → 11.7)
* KnockbackGain decreased on sweet spot: (18.2 → 17.2)
* Damage decreased on sweet spot: (11 → 10)
* BlockDamage decreased on sweet spot: (11 → 10)
 
Light Forward:
* Damage decreased on sour spot: (10 → 9)
* BlockDamage decreased on our spot: (10 → 9)
* Damage decreased on sweet spot: (13 → 12)
* BlockDamage decreased on sweet spot: (13 12)


Light Up – Base Air:
* BaseKnockback increased: (5 → 8.6)
* KnockbackGain increased: (12 → 15.5)
* Damage decreased: (11 → 9)
* BlockDamage decreased: (11 → 9)
* Angle changed: (-85° → 65.01°)


* Light Up – Late
Light Up – Base Ground:
** BaseKnockback decreased: (12 → 11)
* Damage decreased: (11 → 9)
** KnockbackGain increased: (12 13)
* BlockDamage decreased: (11 9)
** Angle changed: (107° 95°)


Light Up – Tip Air:
* Damage decreased: (13 → 11)
* BlockDamage decreased: (13 → 11)


* Light Up  
Light Up – Tip Ground:
** KnockbackGain increased: (13,5 15,5)
* Damage decreased: (13 → 11)
* BlockDamage decreased: (13 → 11)


* Special Down Slime
<big>'''Mr. Krabs'''</big>
** BlockDamage increased: (6 → 7)
* Weight Reduced from 1.13 to 1.04
* Fixed visual issues when affected by Cheese status effect
* General Speed at Level 1 increased
* General Speed at Level 3 decreased


Grab:
* Start up decreased


* Special Down
Light Air Forward:
** BlockDamage increased: (4 → 5)
* VFX adjusted


Light Air Back Strong:
* KnockbackGain increased: (14.2 → 17)
* Hitlag increased on hit: (11 → 13)
* Hitlag decreased on block: (9 → 8)


<big>'''PATRICK'''</big>
Light Air Back Weak:
* Following moves can now reverse hit:
* BaseKnockback increased: (14.5 → 15)
** Charge Up
* KnockbackGain increased: (10.2 → 15.5)
** Charge Air Up
* Hitlag increased on hit: (7 → 8)
** Charge Air Forward
** Light Air Back
** Light Forward


* Charge Air Down
Light Air Neutral:
** Charge Air Down fall speed increased.
* Added Intangibility on the claw hurtbox.
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (300° → -60°)


* Charge Air Down – Landing
Light Down:
** BlockDamage decreased: (12 → 11)
* Added Intangibility on the claw hurtbox.


* Charge Air Forward
Light Up:
** BaseKnockback increased: (8.45 → 12.2)
* Added Intangibility on the claw hurtbox.
** KnockbackGain decreased: (21.5 → 17.6)
** Angle changed: (30° → 35°)


* Charge Air Up – Finisher
Charge Down:
** BaseKnockback increased: (11 → 15)
* Added Intangibility on the claw hurtbox.
** KnockbackGain increased: (17 → 17.5)
 
** Damage decreased: (12 → 6)
Charge Up:
** BlockDamage decreased: (9 → 6)
* KnockbackGain increased on finisher: (15.5 → 17.8).


* Charge Air Up
Special Forward:
** BlockDamage decreased: (2 → 1)
* Can no longer perform follow ups on Block.


* Charge Down – Landing
<big>'''Zuko'''</big>
** BaseKnockback decreased: (17 → 12.5)
* Fixed an issue where Zuko would get stuck in tumble longer than other characters after being block pushed.
** KnockbackGain increased: (18 → 24.6)
** BlockDamage decreased: (15 → 13)


* Charge Forward
Light Neutral:
** Charge Forward hitbox increased, mostly vertically.
* Improved consistency between hits.
** Active frames extended from ending at 18 to 19.


* Initial Hit
Light Forward:
** BaseKnockback decreased: (12 → 11.5)
* Improved consistency between hits.
** KnockbackGain increased: (24 → 24.4)
** Angle changed: (25° → 29°)


* Late Hit
Special Air Neutral:
** BaseKnockback decreased: (12 → 11.5)
* Fixed a bug where hitboxes would deactivate during the aerial Slime version of the attack.
** KnockbackGain increased: (24 → 24.4)


* Charge Up
Light Air Up:
** BaseKnockback increased: (13.5 → 15)
* Fixed an issue where Light Air Up was reflecting projectiles which was not intended.
** KnockbackGain increased: (20 → 22.3)


* Light Air Back
Charge Air Up:
** Startup reduced from 9 to 8.
* Angle changed: (90° 78°).
** Hitboxes are larger on both sides.
* Improved multihit consistency.
** BlockPush increased: (0.6 → 1.3)
** Angle changed: (110° 70°)


* Light Air Down – Weak
Light Air Forward:
** HitlagBaseOnHit increased: (3 6)
* BaseKnockback increased: (10 11)
** HitlagBaseOnBlock increased: (3 6)
* KnockbackGain increased: (13 14)
** Aerial toggle enabled
* Angle changed: (70° → 72°)
 
Light Air Neutral Sour – Fire:
* KnockbackGain decreased on sour spot: (10 → 8)
* Angle changed: (45° → 38°)


* Light Air Down
Light Air Neutral Sour:
** HitlagBaseOnHit increased: (6 → 15)
* KnockbackGain decreased on sour spot: (10 8)
** HitlagBaseOnBlock increased: (6 15)
* Angle changed: (45° 38°)
** Aerial toggle enabled
** BlockDamage decreased: (12 11)


* Light Air Forward
Light Air Up:
** Hitbox range slightly increased.
* BaseKnockback decreased: (8 → 7)
* InstigatorAdvantageOnHit increased: (0 → 2)


* Light Air Neutral
Light Finisher:
** Lingering hitboxes moved back and upward, overall reducing range.
* BaseKnockback increased: (11 → 13)


* Light Air Neutral – Sweetspot
Light Up:
** HitlagBaseOnHit increased: (7 12)
* BaseKnockback increased: (11 13)
** HitlagBaseOnBlock increased: (7 12)
* KnockbackGain decreased: (18 → 17)
* Angle changed: (80° 90°)


* Light Air Neutral – Weak
Special Forward:
** Damage increased: (11 12)
* BaseKnockback increased: (8.7 → 13)
* KnockbackGain decreased: (10 → 8)
* Angle changed: (50° 80°)


* Light Air Up
Special Neutral Slime:
** Landing recovery reduced from 14 to 13 frames.
* BaseKnockback increased: (22 → 27)
* KnockbackGain increased: (17.5 → 22.5)


* Dash Attack
Special Neutral:
** Initial speed was increased but it also slows down quicker. Slight distance increase.
* KnockbackGain increased: (19.5 22.5)
** BlockDamage increased on strong hit: (9 10)
* StatusEffect added: Burn
** BlockDamage increased on weak hit: (8 → 9)


* Light Down
Sword Launched:
** HitlagBaseOnHit increased: (3 → 6)
* Can now be reversible
** HitlagBaseOnBlock increased: (3 → 6)
** BlockDamage increased: (8 → 11)


* Light Forward
Throw Up:
** Movement very slightly increased.
* BaseKnockback decreased: (15.5 13.5)
** BaseKnockback decreased: (12 → 11)
 
** KnockbackGain increased: (15 → 17)
----
** BlockPush increased: (1.2 1.7)
** HitlagBaseOnHit increased: (7 → 12)
** HitlagBaseOnBlock increased: (7 → 12)
** BlockDamage increased: (12 → 13)


* Light Forward – Medium
** BlockPush increased: (1.1 → 1.6)
** HitlagBaseOnHit increased: (7 → 10)
** HitlagBaseOnBlock increased: (7 → 10)
** BlockDamage increased: (10 → 12)


* Light Forward – Weak
<big>'''Undocumented Changes'''</big>
** BlockPush increased: (1 → 1.5)
* Placeholder
** BlockDamage increased: (9 → 11)


* Light Up
** KnockbackGain increased: (16 → 17)
** HitlagBaseOnHit increased: (6 → 12)
** HitlagBaseOnBlock increased: (6 → 12)


* Special Down
----
** Start up reduced from 5 to 4.
** Counter duration reduced from ending on frame 36 to 31.
** Total duration reduced from 64 to 54.
** The lunge physics were changed on the grab, reaching a bit further on the ground.


* Special Down Launch Slime
== 1.8 | April 24th, 2024 | Zuko Now Available ==
** BlockDamage increased: (1 → 17)
https://nickelodeonallstarbrawl.com/update-1-8-zuko-now-available/


* Special Forward
** HitlagBaseOnHit increased: (8 → 15)
** HitlagBaseOnBlock increased: (8 → 15)
** Damage increased: (15 → 24)
** BlockDamage increased: (15 → 17)
** Angle changed: (52° → 35°)


* Special Forward Slime
* NEW CHARACTER ADDED: ZUKO!
** Hitbox is now slightly larger.
* Fixed Get Up In Place state for Gertie, Angry Beavers and April to match the length of the other characters.
** Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
* Fixed a slowdown animation problem for Rebound state after Grab Hold.
** Now spins upon grabbing
* Fixed Visualization options in Training.
** BaseKnockback increased: (12 → 15)
 
** Damage increased: (20 → 36)
 
** BlockDamage increased: (20 → 23)
<big>'''BALANCE CHANGES'''</big>
 
<big>'''REN & STIMPY'''</big>
 
* Fixed hitbox priority on Charge Air Up so Sweetspot does come out first instead of last.


* Special Neutral
** Land cancel now works even if you don’t hit an enemy
** First Actionable Frame On Hit decreased from frame 35 to frame 32.
** Now reflects projectiles.
** BaseKnockback decreased: (10 → 9)
** KnockbackGain increased: (15.75 → 18)
** HitlagBaseOnHit decreased: (17 → 14)
** HitlagBaseOnBlock decreased: (17 → 14)
** BlockDamage increased: (9 → 11)


* Special Neutral Slime
<big>'''KORRA'''</big>
** BlockDamage decreased: (15 → 13)
 
* Fixed a visual issue on the Grab Hold VFX.


* Special Up
** Startup reduced from frame 15 to 14.
** Hitboxes slightly reduced
** Hitbox is bigger for the first frames but smaller for the rest of the move.
** Minimum time before landing without moving down increased from 25 to 27 frames.
** Landing recovery from hitting the ground was reduced from 40 to 35 frames.
** Velocity reduced after edge canceling.
** Now maintains a tiny bit of velocity of the grab connects.
** Lunges slightly forward when launching an opponent.
** Damage increased: (12 → 15)
** BlockDamage increased: (11 → 13)


* Throw Up
<big>'''NIGEL'''</big>
** BKB was reduced from 20 to 14.
** KBG increased from 11 to 17.
** Total frames reduced from 56 to 52.
** Angle increased from 80° to 85°.


<big>'''SQUIDWARD'''</big>
* Fixed an issue where Nigel would clip on the ground during his Charge Air Down animation.
* Following moves can now reverse hit:
** Charge Air Down
** Light Air Back
** Light Air Down
** Light Air Forward
** Light Air Up
** Light Forward (Towards aerial opponents)
** Light Up


* Charge Air Down – Fall Slow
** BlockDamage increased: (1 → 12)


* Charge Air Forward – Close
<big>'''MR. KRABS'''</big>
** BaseKnockback decreased: (12.5 → 10)
** KnockbackGain increased: (12.5 → 17.6)
** BlockDamage increased: (10 → 11)
** Angle changed: (38° → 40°)


* Charge Air Forward
* Added Invincibility to all Throw attack states.
** Damage decreased: (12 → 10)
* Increased Knockback gain for Charge Down.
 
 
----


* Charge Air Up
** Weak hit comes out 4 frames sooner
** Total active frames: -4
* Initial Hit
** BaseKnockback decreased: (13.8 → 12)
** KnockbackGain increased: (9.6 → 14.4)


* Late Hit
<big>'''Undocumented Changes'''</big>
** KnockbackGain decreased: (10 → 8)
* Placeholder


* Charge Air Up
** BaseKnockback decreased: (11.4 → 11)


* Charge Down – Finisher
----
** BaseKnockback decreased: (12.5 → 10)
** KnockbackGain increased: (16 → 20)
** BlockDamage increased: (1 → 7)


* Charge Forward – Strong
** BaseKnockback decreased: (13 → 10)
** KnockbackGain increased: (18.5 → 22.5)
** BlockDamage increased: (12 → 13)
** Angle changed: (32° → 35°)


* Charge Forward – Weak
== 1.7 | March 1st, 2024 | Rotation Mode, New Stage Layouts, Items and More ==
** KnockbackGain increased: (12 → 16)
https://nickelodeonallstarbrawl.com/update-1-7-rotation-mode-new-stage-layouts-items-and-more/
** Angle changed: (37° → 40°)


* Charge Up – Strong
** BaseKnockback decreased: (14 → 13)
** KnockbackGain decreased: (19.5 → 19.3)
** BlockPush decreased: (1.4 → 1)


* Light Air Back
'''NEW CONTENT'''
** Landing recovery increased from 9 frames to 11.
* New Game Mode – Rotation: 3 to 4 players can play in a King of the Hill 1v1 style of gameplay, where anytime a player is KO’d it goes to the waiting list, and the next player enters the fight. All seamless during the match. It can be played with Stocks or Timed variants.
** Block stun increased from 8 frames to 10.
* New Stage: Added Clean, Double, and Triangle layouts for Food Dreams.
 
 
New Campaign power-up pack!


* Light Air Back – Feet
* Ring of Rage and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
** BlockDamage increased: (1 → 8)
* The Secret Formula and Krabby Patty Ingredients: When both are obtained it enables the chance for The Perfect Krabby Patty to appear.
* The Perfect Krabby Patty: Ignores debuffs and a % of damage.
   
   


* Light Air Back Sweet Spot
New items!
** BlockDamage decreased: (12 → 11)


* Light Air Down
* '''Jellyfish Jelly:''' Throw to spawn 3 jellyfish that try to shock your nearest opponent until they disappear.
** Increased endlag by 5 frames.
* '''Fenton Thermos:''' Throw the thermos and watch how ghosts appear to haunt your opponents.
* '''Electrified Glove:''' Grab it to stun your opponents on your next hit.
* '''Lawn Gnome:''' Throw the gnome and watch it follow you as it creates an electrical field in between you and him, electrifying opponents.
* '''Ultra Snowzooka:''' Grab and shoot different sized snowballs depending on how long you hold the Light Attack button.


* Feet Late Hitbox
** Angle changed: (165° → 15°)


* Feet Hitbox
'''BUG FIXES'''
** Angle changed: (165° → 15°)
* Fixed an issue where Projectiles and Items hitboxes would trade against character hitboxes where they were supposed to be destroyed instead.
* Fixed an issue where Projectiles got stuck on platforms as they traveled through them.
* Fixed an issue where the match would softlock if a player taunted with a certain timing during the “Finish!” screen.
* Fixed an issue where GIR was crashing the game shortly after being deployed.


* Hands Late Hitbox
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


* Hands Hitbox
'''GENERAL'''
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
* Reduced attacks clank damage range from 7 to 3.
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


* Light Air Forward – Finisher
** KnockbackGain increased: (11.5 → 14.5)


* Light Down – Slap
<big>'''BALANCE CHANGES'''</big>
** KnockbackIgnoreDownState toggle enabled
 
'''PATRICK'''
 
Special Up
* Decreased the amount of momentum retained after edge canceling Special Up to half his speed.


* Light Forward (Towards aerial opponents)
** BaseKnockback increased: (1 → 13)
** KnockbackGain increased: (1 → 12)
** Damage increased: (1 → 12)
** BlockDamage increased: (1 → 11)
** Angle changed: (0° → 80°)


* Light Forward 2
'''SQUIDWARD'''
** BlockDamage increased: (10 → 11)


* Light Forward Early
Special Up
** BlockDamage increased: (10 → 11)
* Improved multi-hit consistency into the finisher.


* Light Neutral 4
** BaseKnockback decreased: (11.2 → 9.2)
** KnockbackGain increased: (14 → 16)


<big>'''MECHA PLANKTON'''</big>
'''MECHA PLANKTON'''
* General
** Moved sides environment collision borders from his hands to his elbows.
** Run Speed increased by 15%


* Following moves can now reverse hit:
Light Air Up
** Charge Air Down
* Improved multi-hit consistency.
** Charge Down
** Charge Forward
** Light Air Down Chum Stick
** Light Air Back
** Light Air Forward
** Light Air Neutral
** Light Finisher
** Light Forward
** Special Down Chumbucket


* Charge Air Down
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage increased: (12 → 13)
** Angle changed: (273° → -87°)


* Charge Air Forward Weak Hit
'''EL TIGRE'''
** BaseKnockback decreased: (19 → 10)
 
** KnockbackGain increased: (5 10)
Light Air Forward
* KnockbackGain decreased: (17,45 17)


* Charge Air Forward
** It now takes longer before he can grab edges.
** BaseKnockback decreased: (18.5 → 11)
** KnockbackGain increased: (15.8 → 17.4)


* Charge Air Up Finisher
'''ROCKO'''
** BaseKnockback decreased: (15 → 14)
** KnockbackGain increased: (10.5 → 16.3)


* Charge Air Up Multi Hit
Special Neutral Spunky
** BlockDamage decreased: (3 → 1)
* Increased cooldown from 2s to 2.9s


* Charge Down
Charge Air Down
** BaseKnockback decreased: (12.4 → 12)
* Damage decreased: (10 7)
** KnockbackGain increased: (11 → 23.2)
** BlockDamage decreased: (15 13)


* Charge Forward Strong
** BaseKnockback decreased: (18 → 9.5)
** KnockbackGain increased: (13.5 → 22)
** BlockDamage increased: (12 → 14)


* Charge Forward Weak
'''LUCY'''
** KnockbackGain increased: (12.2 14)
 
** BlockDamage increased: (6 10)
Charge Forward Ghost
** Angle changed: (31° → 32°)
* Damage increased: (8 13)
* BlockDamage increased: (8 13)


* Chumbucket
** BlockDamage increased: (3 → 6)


Chumstick
'''DAGGET'''


** KnockbackGain increased: (12 → 12)
Light Air Back – Final
** Aerial toggle enabled
* Angle changed: (45° 135°)
** BlockDamage increased: (3 6)


* Light Air Back Early
Light Air Neutral – Late
** BlockDamage decreased: (15 12)
* KnockbackGain decreased: (13 11)


* Light Air Forward
Light Air Neutral
** Damage increased: (9 → 10)
* KnockbackGain decreased: (16 13.5)
** BlockDamage increased: (9 10)


* Light Air Neutral Finisher
Light Air Up
** BlockDamage decreased: (8 → 7)
* Reworked Light Air Up hitboxes priority and position.
** Angle changed: (38° → 42°)


* Light Air Up Launch
Light Air Up – Falling
** BlockDamage decreased: (5 1)
* KnockbackGain decreased: (14.5 → 11.5)
* Damage decreased: (6 → 4)
* BlockDamage decreased: (6 4)
* Angle changed: (130° → 45°)


* Light Air Up Upper Left
Light Air Up – Rising
** Angle changed: (225° -135°)
* BaseKnockback increased: (6 → 11)
* Damage decreased: (6 5)
* BlockDamage decreased: (6 → 5)


* Light Air Up Upper Right
** Angle changed: (315° → -45°)


* Light Combo
'''AANG'''
** KnockbackIgnoreDownState toggle disabled


* Light Dash
Light Air Up Late
** BlockDamage decreased: (9 8)
* KnockbackGain increased: (10 12)


* Light Down
Light Air Up
** Reduced recovery on whiff for both hits
* KnockbackGain increased: (10 → 13)
** Cancel Window into itself reduced
** Can cancel on hit


* 1st Hit
** DirectionalInfluenceMultiplier increased: (0.85 → 2)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** KnockbackIgnoreDownState toggle disabled
** Angle changed: (85° → 83°)
** SlimeMultiplier increased: (0.14 → 0.2)


* 2nd Hit
'''KORRA'''
** DirectionalInfluenceMultiplier increased: (2.1 → 3)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** Angle changed: (80° → 81°)
** SlimeMultiplier increased: (0.13 → 0.2)


* Light Down Back Hit
Special Up Ground
** DirectionalInfluenceMultiplier increased: (1 → 2)
* Increased knockback gain on the initial hit box and adjusted the angle
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)


* Light Finisher
** BaseKnockback decreased: (10.5 → 9.5)
** KnockbackGain increased: (13.67 → 14.5)
** KnockbackIgnoreDownState toggle disabled


* Light Forward
'''AZULA'''
** BaseKnockback decreased: (17 → 10)
** KnockbackGain increased: (9.2 → 19)
** HitStunMinimum increased: (1 → 22)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)


* Light Neutral 1 (Anti Air)
Special Neutral Fireball
** HitStunMinimum increased: (5 7)
* Damage increased: (8 9)
** DirectionalInfluenceMultiplier increased: (1.4 2.5)
* BlockDamage increased: (8 9)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** KnockbackIgnoreDownState toggle enabled


* Light Neutral 2
** KnockbackIgnoreDownState toggle enabled


* Light Up
'''RAPHAEL'''
** HitStunMinimum increased: (1 → 12)
** BlockDamage increased: (9 → 10)
** Angle changed: (85° → 87°)


* Special Forward
Light Air Neutral – Autolink
** Recovery reduced if done in the air
* HitStunMinimum increased: (11 → 13)


* Special Neutral Slime  
Special Neutral Shuriken Slime
** Startup increased from frame 16 to 17
* Damage decreased: (6 → 5)
** BaseKnockback decreased: (18.5 12.5)
* BlockDamage decreased: (6 → 5)
** KnockbackGain increased: (9.5 15.5)
** Damage decreased: (10 → 8)
** Angle changed: (38° → 42°)


* Special Up Start Slime
** KnockbackGain decreased: (1 → 0.5)
** DirectionalInfluenceMultiplier decreased: (0.5 → 0)
** SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)


<big>'''REN & STIMPY'''</big>
'''DONATELLO'''
* General:
** Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.


* Charge Air Down Land Slide
Charge Forward 1 and 2
** Reversible
* Reworked hitboxes to match visuals better and for more consistency on the hammer hit


* Charge Air Down Land
Charge Forward – Reverse
** Reversible
* KnockbackGain decreased: (25.8 → 23)
* BlockStun decreased: (15 → 8)


* Charge Air Down
Charge Forward
** DirectionalInfluenceMultiplier increased: (1 1,5)
* BaseKnockback increased: (10 13.5)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
* BlockStun increased: (8 → 10)
** Reversible
* HitlagOnHit increased: (7 20)
* HitlagBaseOnBlock increased: (14 → 20)


* Charge Air Forward
Charge Air Forward
** BaseKnockback decreased: (15 13)
* HitlagBaseOnHit increased: (6 16)
** KnockbackGain increased: (16 → 19)
* HitlagBaseOnBlock increased: (6 → 16)


* Charge Air Up
** KnockbackGain increased: (15 → 17,4)


* Charge Down
'''APRIL'''
** KnockbackGain increased: (14 → 20,9)
** Angle changed: (31° → 30°)


* Charge Forward Ren
Light Air Up
** BaseKnockback decreased: (12 → 11)
* Reworked hit boxes to improve consistency of the multi hit.
** KnockbackGain increased: (18 → 23,5)
** Reversible
** Angle changed: (137° → 40°)


* Charge Forward
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (19,5 → 23,5)
** Reversible
** Angle changed: (43° → 45°)


* Charge Up
'''DANNY'''
** BaseKnockback increased: (12 → 15)
** KnockbackGain increased: (22 → 22,7)


* Light Air Back
Light Down
** First actionable frame removed
* Decreased range of attack
 
Special Up
* Increased landing lag


* Light Air Back – Early
** HitStunMinimum decreased: (1 → 0)
** Reversible
** Angle changed: (150° → 30°)


* Light Air Back – Late
'''EMBER'''
** HitStunMinimum decreased: (1 → 0)
** Reversible
** Angle changed: (142° → 38°)


* Light Air Back – Mid
Charge Air Forward
** HitStunMinimum decreased: (1 → 0)
* Reworked hitboxes so only the tip of her hair pulls opponents inwards and the rest of hitboxes send opponents outwards.
** Reversible
** Angle changed: (145° → 35°)


* Light Air Down – Multi Hit
Charge Air Up
** BlockDamage decreased: (2 → 1)
* Decreased hitboxes size


* Light Air Forward – Clean
Light Up
** BaseKnockback decreased: (13 → 12,3)
* Improved multi-hit consistency.
** KnockbackGain increased: (14 → 16)


* Light Air Forward – Late
** BaseKnockback increased: (6,6 → 7,2)


* Light Air Up – Ren
'''GRANDMA GERTIE'''
** Reversible
** Angle changed: (-110° → 290°)


* Light Air Up Hit
Light Air Back – Clean Base
** Reversible
* BlockPush decreased: (1.2 → 0.7)
** BlockDamage decreased: (7 → 5)


* Light Air Up
Light Air Back – Clean Tip
** BlockDamage decreased: (3 2)
* BlockPush decreased: (1.2 0.8)


* Light Down Sweet
Light Air Back – Late Base
** BlockDamage decreased: (11 10)
* BlockPush decreased: (0.95 0.5)


* Light Down
Light Air Back – Late Tip
** Reversible
* BlockPush decreased: (0.95 → 0.5)


* Light Finisher
Light Air Neutral – Kick Autolink
** Reversible
* BlockPush decreased: (0.8 → 0.5)


* Light Forward Air Hit
Light Air Neutral Kick
** Angle changed: (130° 120°)
* BlockPush decreased: (0.8 0.6)


* Light Forward
Light Air Neutral – Punch
** Total Duration decreased from 28 Frames to 32 Frames
* BlockPush decreased: (0.8 0.6)
** BaseKnockback increased: (2,5 → 3,5)
** KnockbackGain increased: (11 → 12)
** Angle changed: (155° 130°)


* Light Up Ren
Light Air Up – Clean
** Reversible
* BlockPush decreased: (0.8 0.7)
** Angle changed: (135° 45°)


* Light Up
Light Air Up – Late
** Reversible
* BlockPush decreased: (0.6 → 0.5)


* Special Down Attack
Light Down – Clean
** BaseKnockback decreased: (12 → 10)
* BlockPush decreased: (0.8 0.6)
** KnockbackGain decreased: (12 → 10)
** HitlagBaseOnHit decreased: (15 → 10)
** HitlagBaseOnBlock decreased: (15 → 10)
** AttackMultiplierType removed: CharacterMeterMultiplier
** AttackMultiplierType added: CharacterMeterLerp
** Reversible
** Can not Redirect Projectiles
** Damage decreased: (16 → 10)
** BlockDamage decreased: (16 → 10)
** Angle changed: (56° 45°)


* Special Up
Light Down – Early
** Hitbox size reduced
* BlockPush decreased: (0.8 → 0.6)


<big>'''AANG'''</big>
Light Down – Late
Following moves can now reverse hit:
* BlockPush decreased: (0.8 → 0.6)


Charge Air Down
Light Forward – Body
Charge AIr Forward
* BlockPush decreased: (0.8 → 0.6)
Charge Forward
Charge Up
Light Air Down
Light Down
Light Forward


Charge Air Down Spike
Light Forward – Hand
* BlockPush decreased: (1.35 → 1.1)


DirectionalInfluenceMultiplier increased: (1 → 1,5)
Light Neutral – Combo
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
* BlockStun decreased: (12 → 5)
Angle changed: (285° -75°)
* Damage decreased: (3 2)


Charge Air Forward SourSpot
Light Neutral – Finisher
* BlockPush decreased: (0.8 → 0.4)
* Damage decreased: (7 → 5)


KnockbackGain increased: (14,3 15)
Light Neutral – Late
BlockDamage decreased: (14 12)
* BlockPush decreased: (0.4 0.1)
* BlockStun decreased: (6 4)
* Damage decreased: (3 → 2)


Charge Air Forward SweetSpot
Light Neutral
* BlockPush decreased: (0.4 → 0.2)


BaseKnockback decreased: (17,3 → 11,5)
KnockbackGain increased: (13,5 → 18,8)
BlockDamage decreased: (19 → 14)


Charge Air Up Finisher
'''GERALD'''


BaseKnockback decreased: (16 → 12)
Light Air Up
KnockbackGain increased: (12 → 17,3)
* Improved multi-hit consistency.
Angle changed: (65° → 68°)


Charge Down Rocks
Special Up
* Improved multi-hit consistency.


BaseKnockback decreased: (17 → 16)
Grab Throw Up
KnockbackGain increased: (16,5 23,5)
* KnockbackBase increased: (12 14)
BlockDamage decreased: (16 → 13)
Angle changed: (75° → 61°)


Charge Forward SourSpot


BaseKnockback increased: (10 → 10,5)
'''NIGEL'''
KnockbackGain increased: (18,5 → 23,4)
BlockDamage decreased: (14 → 12)


Charge Forward SweetSpot
Special Neutral
* Reworked hitboxes to be one single hit instead of two part attack to increase consistency.
* Now goes through Run Brake State to serve as endlag.


BaseKnockback decreased: (17,3 → 11,5)
Charge Forward 1
KnockbackGain increased: (17 → 24,7)
* BlockPush decreased: (1.6 0.6)
BlockDamage decreased: (19 15)


Charge Up Finisher
Special Neutral Release – No Charge
* BaseKnockback decreased: (13.2 → 12)
* KnockbackGain decreased: (13.5 → 10)
* DirectionalInfluenceMultiplier increased: (1 → 2)
* Angle changed: (112° → 95°)


BaseKnockback decreased: (18 → 12,3)
Special Neutral Release – Low Charge
KnockbackGain increased: (16 19,5)
* Angle changed: (116° 95°)


Light Air Back Wind Gale Weak
Special Neutral Release – Mid Charge
* KnockbackGain increased: (19 → 21)
* Angle changed: (116° → 95°)


BaseKnockback decreased: (9 → 7)
Special Neutral Release – Max Charge
KnockbackGain increased: (10 12)
* Angle changed: (118° 95°)


Light Air Back Wind Gale


BaseKnockback decreased: (13,6 → 10)
'''JENNY'''
KnockbackGain increased: (14 → 19)


Light Air Back
Charge Forward 1
* BlockStun decreased: (6 → 5)


KnockbackGain increased: (12,5 18)
Special Neutral Rocket
* Angle changed: (58° 60°)


Light Air Forward
Special Down
* Changed the angle at which the lasers are shot to travel a bit more horizontally.


BaseKnockback decreased: (9,6 → 9)
KnockbackGain increased: (14 → 15,5)
BlockDamage decreased: (12 → 11)


Light Air Neutral Land
'''REPTAR'''


BaseKnockback decreased: (10 → 9)
Fixed an issue where Reptar would clip in stages during his Charge Air Up startup.


Light Dash Late
Special Down Air
* Can now be canceled with air jump earlier than before, removed super armor.


BaseKnockback decreased: (15 10)
Charge Air Down
KnockbackGain increased: (11 → 16)
* Damage decreased: (23 20)


Light Dash
Charge Down
* Reworked hit boxes and added late weak hit box


BaseKnockback decreased: (19,5 12)
Charge Forward
KnockbackGain increased: (12 → 19,5)
* Damage decreased: (20 18)


Light Down Near
Charge Up – Fire
* Damage decreased: (22 → 20)


BlockDamage increased: (1 5)
Special Down Ground
* Damage decreased: (25 20)
* Removed late cancel window


Light Down Tip
Light Air Down
* Damage decreased: (18 → 16)


BlockDamage increased: (1 → 5)


Light Finisher
'''REN & STIMPY'''


BaseKnockback decreased: (14,5 → 9)
Charge Air Up
KnockbackGain increased: (9,5 → 15,5)
* Reworked hitboxes to no longer be a multi-hit, instead they now have an initial strong attack and a lingering weak attack.


Light Forward
Light Air Back – Late
* BaseKnockback increased: (6 → 6.5)
* KnockbackGain decreased: (19 → 17)
* BlockStun decreased: (10 → 6)
* HitlagBaseOnHit decreased: (15 → 11)
* HitlagBaseOnBlock decreased: (15 → 11)


BaseKnockback decreased: (12,3 → 7)
Light Air Back – Mid
KnockbackGain increased: (13 → 19)
* BaseKnockback decreased: (10.5 → 7.5)
HitlagBaseOnBlock increased: (6 10)
* KnockbackGain increased: (17.5 → 18)
* BlockStun decreased: (10 → 8)
* HitlagBaseOnHit decreased: (15 → 13)
* HitlagBaseOnBlock decreased: (15 13)


Light Up Wind Gale


BaseKnockback decreased: (17 → 15)
'''MR. KRABS'''
KnockbackGain increased: (8,5 → 14)


Light Up
Money meter gain values increased for coins and bills.


BaseKnockback decreased: (17 → 15)
Special Forward Air and Charge Air Forward can be done independently of one another.
KnockbackGain increased: (8,5 → 16)


Special Down
Special Up Air
* Increased landing lag


Physics slightly changed to have slower acceleration on start but higher speed.
Charge Air Forward
* Reduced velocity when slime canceled


<big>'''KORRA'''</big>
Special Forward Follow up
General
* Longer jump cancel window on Special Forward follow up.


Weight decreased: (1.09 → 1.05)
Special Neutral
* Decreased ending lag


Charge Air Down – Late
Special Forward “Playtime’s over” finisher.
* Improved multi-hit consistency.


Can now reverse hit.
Charge Up
Late hits can no longer redirect projectiles.
* Improved multi-hit consistency.


Charge Air Forward – Sweetspot
Charge Forward Near
* KnockbackGain increased: (14.8 → 19)
* Damage increased: (11 → 13)


BaseKnockback increased: (12 → 14.5)
Charge Forward
KnockbackGain increased: (19.8 21.1)
* KnockbackGain increased: (16.5 → 19)
* Damage increased: (16 18)
 
Dash Attack
* KnockbackGain decreased: (18 → 16)


Charge Air Forward
Light Air Forward
* Adjusted hurtboxes


BaseKnockback increased: (9.9 → 11.5)
Light Air Forward LV1
KnockbackGain increased: (18 18.8)
* KnockbackGain decreased: (8.5 → 6)
Light Air Forward LV3
* KnockbackGain decreased: (9 → 7)
Light Air Neutral Body
* HitStunMultiplier decreased: (1.05 → 1)
Light Air Up (If Grounded)
* KnockbackGain increased: (7.5 → 12.5)
* HitStunMinimum decreased: (10 → 5)
Light Air Up 2
* HitStunMultiplier decreased: (1.2 → 1)
* HitStunMinimum decreased: (10 → 8)
Light Down Far
* HitStunMultiplier decreased: (1.2 → 1)
* HitStunMinimum increased: (15 → 26)
Light Down Near
* HitStunMinimum increased: (17 → 22)
Light Neutral 1
* HitStunMultiplier decreased: (1.8 → 1)
* Angle changed: (25° → 31°)
Light Neutral 2
* KnockbackGain decreased: (1 → 0.1)
* HitStunMultiplier decreased: (1.8 → 1)
* Angle changed: (25° → 41°)
Light Up Body
* KnockbackGain increased: (8.5 → 11.5)
* HitStunMultiplier decreased: (1.1 → 1)
* DirectionalInfluenceMultiplier increased: (1.8 → 2)
Light Up Claws
* HitStunMultiplier decreased: (1.1 → 1)
* HitStunMinimum decreased: (13 → 11)
* DirectionalInfluenceMultiplier increased: (1.8 → 2)
Light Up Lingering
* KnockbackGain increased: (7.5 11.5)
* HitStunMultiplier decreased: (1.1 → 1)
* HitStunMinimum decreased: (13 → 8)
* DirectionalInfluenceMultiplier increased: (1.8 → 2)
   
   
Special Up Throw LV3
* BaseKnockback decreased: (28 → 24)
* KnockbackGain decreased: (14.5 → 12.5)


Charge Air Up


Angle changed: (75° → 61°)
----


Charge Down – Hazard Reversed


BaseKnockback increased: (12.96 → 15)
<big>'''Undocumented Changes'''</big>
KnockbackGain increased: (21.6 → 22)
* Placeholder
Angle changed: (103° → 98°)


Charge Down – Hazard


BaseKnockback increased: (9.6 → 15)
----
KnockbackGain decreased: (25.2 → 22)
Angle changed: (77° → 82°)


Charge Down


BaseKnockback increased: (9.6 → 10)
== 1.6 | February 15th, 2024 | Mr. Krabs Now Available ==
KnockbackGain increased: (11 → 14)
https://nickelodeonallstarbrawl.com/update-1-6-mr-krabs-now-available/
Angle changed: (-62° → -75°)


Charge Forward


Hitbox slightly reduced. The tip now has a weaker hit.
* NEW CHARACTER ADDED: Mr Krabs!
BaseKnockback increased: (10.8 → 11.5)
* Fixed an issue where characters would become airborne when standing on the edge of a moving platform when it started to move to the opposite direction. This also fixed an issue where if timed correctly, players could Roll or Tech Roll in order to fly away from the platform.
KnockbackGain increased: (23.5 → 24.4)
* Adjusted Collisions on Aquarium Stage
BlockPush decreased: (2 → 1)
* Fixed an issue where some store pop ups would appear without text in Campaign.
Priority changed: (Low → High)
BlockDamage increased: (11 → 12)


Charge Forward – Late


BlockPush decreased: (2 → 0.6)
<big>'''GRANDMA GERTIE'''</big>
Damage decreased: (14 → 12)


Charge Up – Late
Fixed an issue where Grandma Gertie would repeatedly get stuck in the edge while going up.


KnockbackGain increased: (12 → 20)
CanRedirectProjectiles toggle disabled


Charge Up
<big>'''SQUIDWARD'''</big>


BaseKnockback increased: (13 → 14)
Fixed an issue where he could act earlier than intended for his Light Air Down
KnockbackGain decreased: (22 → 21.3)


Light Air Down


DirectionalInfluenceMultiplier increased: (1 → 1.5)
<big>'''REN & STIMPY'''</big>
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
 
Slightly Adjusted Light Air Back Hitboxes


Light Air Forward


Hitbox size slightly reduced in all directions.
<big>'''DONATELLO'''</big>
Forearms are now intangible on the first active frame.


Light Air Forward – Fire
Fixed an issue where Donatello could act earlier than intended for his Light Up


KnockbackGain increased: (17.5 → 18)


Special Forward
<big>'''NORBERT'''</big>


Window to attack after the ground version increased from 21 to 23.
Charge Air Forward – Tip
Window before being allowed to jump after the jump version increased from 28 to 30.
* BaseKnockback increased: (10 → 12)
<big>'''AZULA'''</big>
* KnockbackGain increased: (12 → 17.6)
Following moves can now reverse hit:
* Angle changed: (70° → 43°)


Charge Air Down Land
Charge Air Down
Charge Air Forward
Charge Air Forward
Charge Down
* BaseKnockback increased: (8 → 8.5)
Charge Forward
* KnockbackGain increased: (11 → 15)
Charge Up
* Angle changed: (50° → 51°)
Light Air Down
Light Air Forward
Light Down
Light Forward
   
   


Charge Air Down Spike
Grab Throw Up
 
* KnockbackGain increased: (17 18.5)
DirectionalInfluenceMultiplier increased: (1 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
Angle changed: (270° → -90°)
   
   


Charge Air Forward Fireball
Light Air Forward – Tip
* KnockbackGain increased: (12 → 15.5)


BlockDamage decreased: (12 → 11)


Charge Air Forward
----


BaseKnockback decreased: (16 → 13)
KnockbackGain increased: (14,5 → 19)
BlockDamage decreased: (16 → 13)


Charge Air Up Sourspot
<big>'''Undocumented Changes'''</big>
* Placeholder


BlockDamage decreased: (12 → 11)


Charge Air Up Sweetspot
----


BaseKnockback decreased: (19 → 13)
KnockbackGain increased: (13 → 18,2)
BlockDamage decreased: (16 → 13)
Angle changed: (70° → 67°)


Charge Down Back Lock
== 1.5 | February 9th, 2024 | Controller Updates, General Fixes and Recoveries ==
https://nickelodeonallstarbrawl.com/update-1-5-controller-updates-general-fixes-and-recoveries/


BaseKnockback decreased: (13 → 4)
<big>'''GENERAL'''</big>
HitStunMinimum increased: (1 → 9)
* Fixed projectiles getting destroyed when hitting the vertical sides of thin platforms
Angle changed: (30° → 100°)
* Can no longer Slime Cancel Landing lag from Fall Helpless state
* Fixed dash attack getting buffered out of tech situations instead of Light Attacks
* Fix for grab pummel giving slime points to incorrect character
* Fixes to quick play/ranked matchmaking
* Characters can now wall jump with their backs towards the wall.
* Rebound state no longer makes the character leave edge
* Fixed issue in which a character would enter an aerial state after tech in place causing roll distance issues
* Fixed an issue where movement buffs affected the way characters during ledge getups
* Fixed an issue where Gamecube Controllers started using Xbox Layout, making certain buttons swap between each other.
* Fixed an instability issue with Gamecube Controllers where they would get disconnected and added as extra controllers internally, causing several issues.


Charge Down Front Launcher


BaseKnockback decreased: (14,7 → 11)
<big>'''STAGES'''</big>
KnockbackGain increased: (17 → 24,05)
* Adjusted height of shark and palm platforms in Aquarium
* Food Dreams alternate layouts added


Charge Down Front Lock


BaseKnockback decreased: (13 → 8)
<big>'''JIMMY'''</big>
HitStunMinimum increased: (1 → 9)


Charge Forward Sourspot
Fixed an issue where Jimmy would hit himself with a Tommy Ball when throwing it forwards or upwards


BaseKnockback decreased: (16 → 10,5)
Recovery adjustments:
KnockbackGain increased: (12,6 → 23,2)
* Special Up edge grab size reduction, can be canceled with air dodge, reduced floatiness on recovery
* Charge Air Down Air can only stall once per airtime (bounce resets stall)


Charge Forward Sweetspot


BaseKnockback decreased: (19,2 → 11,5)
<big>'''GERALD'''</big>
KnockbackGain increased: (16 → 24,4)
BlockDamage decreased: (18 → 14)


Charge Up Autolink
Fixed an issue where Gerald would not recover his Up Special after grabbing the edge.


BlockPush decreased: (1 → 0,1)
Recovery adjustments:
* Charge Air Up can only stall once per airtime
* Special Forward can only be used once per airtime


Charge Up Explosion


BaseKnockback decreased: (18 → 12,3)
<big>'''GARFIELD'''</big>
KnockbackGain increased: (16 → 19,5)
BlockDamage decreased: (12 → 11)


Charge Up Pull Back Down
Fixed an issue where Sugar Rush mode was never deactivated.


BlockPush decreased: (1 → 0,1)
Garfield is now unable to perform Down Special or Slime Down Special while in Sugar Rush Mode.


Charge Up Pull Back
Recovery adjustments:
* Up Special reduced height for all versions
* Special Neutral can only stall once per airtime


BlockPush decreased: (1 → 0,1)


Charge Up Pull Down
<big>'''APRIL'''</big>


BlockPush decreased: (1 → 0,1)
Fixed an issue where April’s aerial back jump would play the forwards air jump animation, while using the air jump back hurt boxes.


Charge Up Pull Forward Down
Fixed an issue where Camera flashes were applying a little bit hitstun


BlockPush decreased: (1 → 0,1)
Recovery adjustments:
* Special Down can not be recovered on hurt while in the air
* Special Up edge grab size reduction


Charge Up Pull Forward


BlockPush decreased: (1 → 0,1)
<big>'''SQUIDWARD'''</big>


Charge Up Scoop Back
Fixed a visual bug on Charge Air Down Land, this makes squidward jump slightly higher up out of this state.


BlockPush decreased: (1 → 0,1)
Since movement buffs no longer affect the way characters behave during ledge getups, Squidward no longer overshoots the edge when in rage mode


Charge Up Scoop Front
Recovery adjustments:
* Special Up start up increased
* Special Down can only be done once per airtime
* Charge Air Up can only be done once per airtime


BlockPush decreased: (1 → 0,1)


Light Air Back Sourspot
<big>'''DANNY'''</big>


BaseKnockback decreased: (12 → 7)
Recovery adjustments:  
KnockbackGain increased: (12,5 → 17,5)
* Special Up range increased
* Special Forward airtime use refreshes on hurt but without invulnerability frames
* Charge Air Up can only stall once per airtime
* Charge Air Down can only stall once per airtime


Light Air Back Sweetspot


BaseKnockback decreased: (14,5 → 11)
<big>'''AANG'''</big>
KnockbackGain increased: (16 → 19,45)


Light Air Down Spike
Recovery adjustments:
* Special Up edge grab size reduction, and Dive follow up damage reduced
* Special Neutral Air drift reduced while charging
* Charge Air Down can only stall once per airtime


DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
BlockDamage decreased: (12 → 11)


Light Air Neutral Early
<big>'''KORRA'''</big>


BaseKnockback decreased: (9 → 7)
Recovery adjustments:
KnockbackGain increased: (13,5 → 15,5)
* Fixed transition after Special Forward when done in the air
* Special Up edge grab size reduction
* Charge Air Down can only stall once per airtime


Light Air Neutral Late


BaseKnockback decreased: (7 → 6)
<big>'''RAPHAEL'''</big>
KnockbackGain increased: (7,5 → 8,5)


Light Dash 2
Recovery adjustments:
* Special Down can only be done once per airtime
* Special Up edge grab size reduction


BaseKnockback decreased: (14 → 7)
KnockbackGain increased: (11 → 18)


Light Dash Early
<big>'''DONATELLO'''</big>


KnockbackGain increased: (10 → 11)
Recovery adjustments:
* Charge Air Down can only stall once per airtime


Light Finisher


BaseKnockback decreased: (14,4 → 11)
<big>'''REPTAR'''</big>
KnockbackGain increased: (10,6 → 14)


Light Forward Sourspot
Get Up In Place recovery frames increased to 30 to match the other characters


BaseKnockback decreased: (15,3 → 8)
Recovery adjustments:
KnockbackGain increased: (11 → 18,3)
* Special Up increased start up before the start of the fall
* Special Forward can only stall once per airtime
* Charge Air Down reduced stall time
* Charge Air Up reduced stall time


Light Forward Sweetspot


BaseKnockback decreased: (16,8 → 12)
<big>'''MECHA PLANKTON'''</big>
KnockbackGain increased: (15,5 → 20,3)


Special Down
Fixed a bug where recovery frames increased with each subsequent press of the attack on hit of Light Down and follow ups


BaseKnockback decreased: (21,4 → 14)
Plankton can act out of Get Up In Place on frame 30 to match the other characters
KnockbackGain increased: (11,8 → 18)


Special Forward Air Land
Fixed poses of characters hit by ultimate


BaseKnockback decreased: (15,5 → 10)
Recovery adjustments:
KnockbackGain increased: (8 → 13,5)
* All air options that require the rocket boots to hover now share the same fuel supply (reset of land)


Special Forward Air Strong


BaseKnockback decreased: (18 → 11)
<big>'''EMBER'''</big>
Priority changed: (Low → High)
Damage decreased: (17 → 13)
BlockDamage decreased: (17 → 13)


Special Forward Air Weak
Recovery adjustments:
* Charge Air Down can only stall once per airtime
* Charge Air Up can only stall once per airtime
* Special Up edge grab size increased


BaseKnockback decreased: (14 → 7)
KnockbackGain increased: (11 → 15)


Special Forward Strong
<big>'''JENNY'''</big>


BaseKnockback decreased: (14 → 11)
Light Up: Ponytails are now also intangible
KnockbackGain increased: (14 → 17)
Priority changed: (Low → High)
Damage decreased: (17 → 13)
BlockDamage decreased: (17 → 13)


Special Forward Weak
Recovery adjustments:
* Special Forward can only stall once per airtime
* Charge Air Down can only stall once per airtime
* Charge Air Up can only stall once per airtime


BaseKnockback decreased: (14 → 7)
KnockbackGain increased: (11 → 15)


<big>'''APRIL'''</big>
<big>'''REN & STIMPY'''</big>
Following moves can now reverse hit:


Charge Air Down
Recovery adjustments:
Charge Air Up
* Charge Air Down can only stall once per airtime
Charge Up
Special Up


Charge Air Forward


BaseKnockback decreased: (15 → 12,25)
<big>'''INVADER ZIM'''</big>
KnockbackGain increased: (17 → 17,75)


Charge Air Up – Weaker
Fixed a bug that prevented him from landing on some stages after using Edge Attack


BaseKnockback increased: (9,5 → 12)
Recovery adjustments:
KnockbackGain decreased: (16 → 15)
* Charge Air Down reduced air drift on hold
Angle changed: (65° → 75°)
* Special Up increased horizontal drift


Charge Air Up


BaseKnockback decreased: (14 → 13)
<big>'''EL TIGRE'''</big>
KnockbackGain decreased: (16 → 15,8)


Charge Down 3
Recovery adjustments
* Adjusted the window he can grab to the edge during special up
* Charge Air Up stall does not come back on hit


BaseKnockback decreased: (16,5 → 10)
KnockbackGain increased: (10 → 21)


Charge Forward – Weak
<big>'''DAGGET'''</big>


BaseKnockback decreased: (12,5 → 10,5)
Fixed a bug that prevented the assist to be called with the Slime Version
KnockbackGain increased: (18 → 22,5)


Charge Forward Sweet Spot
Recovery adjustments:
* Special Up reduced size on upper hitbox, reduced vertical movement on Slime version, and hurtbox adjusted


BaseKnockback decreased: (15,5 → 10,5)
KnockbackGain increased: (23 → 24)
Angle changed: (36° → 35°)


Charge Forward
<big>'''NORBERT'''</big>


BaseKnockback decreased: (12,5 → 11)
Fixed a bug that prevented the assist to be called with the Slime Version
KnockbackGain increased: (20 → 24)


Charge Up – Setup
Recovery adjustments:
* Special Up increased height


BaseKnockback decreased: (21 → 19)


Charge Up
<big>'''NIGEL'''</big>


BaseKnockback decreased: (14 → 13)
Recovery adjustments:
KnockbackGain increased: (17 → 20,5)
* Special Up increased height on the Slime version
BlockDamage increased: (1 → 13)
* Charge Air Down can only stall once per airtime
* Charge Air Up can only stall once per airtime


Light Air Back 2 – Body


BaseKnockback decreased: (11,5 → 10,5)
<big>'''SPONGEBOB'''</big>
KnockbackGain increased: (13 → 14)


Light Air Back 2 – Foot
Recovery adjustments:
* Special Neutral can only stall once per airtime
* Special Up increased recovery and adjusted the window when he can grab to the edge


BaseKnockback decreased: (12,5 → 12)
KnockbackGain increased: (13 → 16)


Light Air Down Final – Body
<big>'''PATRICK'''</big>


DirectionalInfluenceMultiplier increased: (1 → 1,5)
Recovery adjustments:
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
* Special Up increased start up
* Charge Air Up can only stall once per airtime


Light Air Down Final – Foot


BaseKnockback decreased: (10 → 9)
<big>'''AZULA'''</big>
KnockbackGain increased: (7 → 9)
DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


Light Air Down Final – Grounded
Adjusted Special Forward late hitboxes position and size for both aerial and grounded versions.


BaseKnockback decreased: (15,1 → 13)
Recovery adjustments:
KnockbackGain increased: (16 → 18)
* Reduced speed and height of Slime Special Up
Damage decreased: (15 → 12)


Light Air Forward – Body


BaseKnockback decreased: (14 → 11)
<big>'''GRANDMA GERTIE'''</big>
KnockbackGain increased: (12 → 15,5)


Light Air Forward – Pen
Adjustments to Special Down items and projectiles sound effects.


BaseKnockback decreased: (14 → 12)
Recovery adjustments:
KnockbackGain increased: (12 → 16,5)
* Tether behavior improvements


Light Air Neutral – Initial


BlockStun increased: (8 → 9)
<big>'''ROCKO'''</big>


Light Air Neutral – Late
Recovery adjustments:
* Special Forward can only be done once per airtime


BlockStun increased: (7 → 8)
Special Up hitbox rework, increased speed when going up, added a delay with no hitbox before starting to fall downwards, and adjusted the window when he can grab to the edge.


Light Air Neutral – Lingering


BlockStun increased: (7 → 8)
----


Light Air Up – Finisher


BaseKnockback decreased: (12,5 → 10,5)
<big>'''Undocumented Changes'''</big>
KnockbackGain increased: (11 → 14,2)
* Placeholder


Light Finisher


BaseKnockback decreased: (12,5 → 10,5)
----
KnockbackGain increased: (15 → 17,4)


Light Forward – Foot


KnockbackGain increased: (14,5 → 15,2)
== 1.4 | December 22nd, 2023 | Team Attack, Share Stocks and Fixes ==
https://nickelodeonallstarbrawl.com/update-1-4-preview-team-attack-share-stocks-and-fixes/


Light Up – Foot
<big>'''NEW'''</big>
* Added team attack to rulesets.
* Added Steal Stock Mode in team battles
** You can steal your teammates’ stocks when you run out of stocks.
* Added Stock Pool in team battles
** All teammates share a stock pool, if any players die on the last stock, the game ends.


KnockbackGain increased: (14 → 15,5)


Light Down
<big>'''GENERAL'''</big>
* Competitive players can’t kick players on competitive lobbies anymore
* Fixed timed mode ending at 1 instead of 0.
* Fixed an issue where CPUs would get stuck on the edge


Can be cancelled into the second hit between 12 and 25 frames
+5 recovery frames on light down


Special Up Slime
<big>'''CAMPAIGN'''</big>
* Fix the bug that some bosses were dying at half health
* Added offscreen indicator to arena’s mobs.
* Fixed bosses ending at phase change when continuing a run in progress from the main menu.
* Added power up category icon to NPCs in campaign.
* Fixed new interaction indicator not working properly at first.
* Fixed Clockwork and Vlad Plasmius idle animation in hub.
* Fixed CPUs starting at incorrect difficulty when training with Splinter in the hub.


BaseKnockback increased: (3,5 → 5)
Damage increased: (2 → 5)
BlockDamage increased: (1 → 3)
Angle changed: (110° → 65°)
SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.


Special Neutral
<big>'''PATRICK'''</big>
* Fixed the issue where slime canceling after command grab glued the character to patrick
* Fixed Patrick’s rolls and spot dodge being actionable before they should
* Fixed Charge Air Up Hold having super armor if executed with slime.
* Neutral special landing recovery increased from 4 frames to 18.


On Hit Cancel added on frame 30.
Now longer prevents April from air drifting.
Hitting an opponent with less than one bar of ratings now generates a bar of ratings.


Special Down
<big>'''SQUIDWARD'''</big>
* Fixed an issue that made Light Air Back always send in a reversed direction.


Special Down Bhop tech removed
<big>'''DONATELLO'''</big>
General


Weight Increased: (0.9 → 0.95)
<big>'''REN & STIMPY'''</big>
Fixed Special Up not having hit SFX.
* No longer recovers Special Forward Car when hurt offstage
* Light Air Back landing lag increased from 16 to 17
* Adjusted knockback on Back Throw to prevent chain grabs


Following moves can now reverse hit:


Charge Air Down
<big>'''RAPHAEL'''</big>
Charge Air Forward
* Can only stall once per airtime with Charge Air Up
Charge Down
* Removed Charge Air Up head intangibility
Light Air Forward
* Reduced the size of hitboxes on special Up
Light Down
* Slightly raised the lower hitboxes on Charge Forward Release


Charge Air Forward


BaseKnockback increased: (11 → 13)
<big>'''DONATELLO'''</big>
KnockbackGain increased: (17 → 18)
* Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher block pushback reduced.
* First active frame hitbox positions adjusted on Light Finisher.


Charge Air Up


BaseKnockback decreased: (13.5 → 13)
<big>'''APRIL'''</big>
KnockbackGain increased: (14.75 16.5)
* April’s down light movement glitch was fixed.
BlockDamage increased: (5 12)
* Fixed Neutral Special Slime Cancel glitch recovering the charge.
* Light Forward Air
** Auto cancel from frame 7 to frame 4
** Body Hitbox
*** Base Knockback decreased (11->9)
*** Angle changed (45->48)
** Pen Hitbox
*** Base Knockback decreased (12->10)
*** Angle changed (25->35)
* Charge Air Forward SourSpot
** BaseKnockback decreased: (12 → 10.8)
** KnockbackGain increased: (15 → 16)
** Angle changed: (50° → 52°)
* Charge Air Forward
** BaseKnockback decreased: (12.25 11.5)
** KnockbackGain increased: (17.75 18)
** Angle changed: (36° → 42°)


Charge Down – Reverse


BaseKnockback decreased: (12 → 10)
<big>'''DANNY PHANTOM'''</big>
Damage decreased: (17 → 13)
* Fixed an issue with the hurt boxes on the special Up Landing state
BlockDamage decreased: (15 → 12)
* Light down
Angle changed: (110° → 70°)
** Removed First Actionable Frame on Hit
** Added +7 Frames of recovery
* Neutral Special
** Landing Lag from 12 to 15 Frames
** Punch Hitbox 45 -> 55 angle
* Special Up
** Reduced the special up hitbox in air size by a 50% percent
** Reduced 2 invulnerability frames
** Reduced Ledge Grab Box size (Harder to snap)
** Reduced landing hitbox size by 25 percent.


Charge Down


BaseKnockback decreased: (12 → 10)
<big>'''AANG'''</big>
KnockbackGain increased: (16.2 → 22)
* Can no longer Block immediately out of Air Ball (Special Down), Blocking during this state transitions into Air Ball Dismount.
BlockDamage decreased: (15 → 12)
* Can only Air Ball once per airtime, does not recover on hurt
* Air Ball hitbox size reduced.
* Hitstun Gravity increased from 0.76 to 0.98.
* Hitstun Fall Speed increased from 0.95 to 0.98.
* Up Special dive now lasts until landing.


Charge Forward – Reverse


BaseKnockback decreased: (13.75 → 11.5)
<big>'''KORRA'''</big>
KnockbackGain increased: (24 → 25.8)
* Light Neutral 3 on hit cancel delayed from frame 30 to 32.
* Charge Forward range was somewhat reduced.
* Slime Side Special changed in a number of ways.
** Time before attack cancel becomes available was reduced from 23 frames to 19.
** Jump cancel is possible from frame 21 forward.
** Time before take of reduced by 2 frames.
* Aerial Up Special horizontal velocity changed in a number of ways. It is more affected by the direction of the control stick but maintains less of the existing momentum.
* Ground collision point during the helpless fall state was lowered by 0.45 units, making it easier to land faster and preventing issues where Korra snaps to the edge when you try to land close to the edge.


Charge Forward 2


BaseKnockback decreased: (13.75 → 11)
<big>'''AZULA'''</big>
KnockbackGain increased: (22 → 23.8)
* Reduced base knockback and knockback gain on Slime Special Down projectile


Charge Up – Clean Hit


BaseKnockback increased: (13 → 14)
<big>'''NIGEL'''</big>
KnockbackGain increased: (19.5 → 21.3)
* Added a hitbox in up special while falling down.


Charge Up – Late


BlockDamage increased: (9 → 10)
<big>'''GARFIELD'''</big>
* Fixed an issue that applied sugar rush state without using meter if it was interrupted by a hit.


Charge Up


BlockDamage increased: (8 → 12)
<big>'''JIMMY'''</big>
* Special Down Slime
** Fixed an Issue where you could not move Jimmy nor Goddard when performing a Slime Down Special until Goddard was destroyed.
* Charge Air Forward
** BaseKnockback increased: (8.5 → 10)
** KnockbackGain increased: (10 → 24)
** HitlagBaseOnHit decreased: (18 15)
** HitlagBaseOnBlock decreased: (18 → 15)
* Special Neutral – Rocket
** Now reverse hits
* Toast Projectile
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (12 → 19)
** Angle changed: (65° → 60°)


Light Air Back – Tip


BaseKnockback decreased: (13.75 → 10.7)
<big>'''GERALD'''</big>
KnockbackGain increased: (16.5 → 20.3)
* Fixed an issue where he was unable to Special Up after performing a Skateboard Special Up.
BlockPush decreased: (1.6 → 0.7)
* Charge Air Forward – Sweetspot
BlockStun increased: (7 10)
** BaseKnockback decreased: (14.75 → 13.5)
** KnockbackGain decreased: (22.2 → 20)
* Charge Air Forward
** BaseKnockback decreased: (11.5 → 10.5)
** KnockbackGain decreased: (18.8 → 17.8)
* Grab Throw Down
** BaseKnockback decreased: (16.5 → 16)
** KnockbackGain increased: (4 → 9.5)
* Light Finisher
** BlockDamage decreased: (4 → 1)
* Light Neutral
** HitStunMinimum decreased: (10 → 0.01)
** BlockStun decreased: (10 9)


Light Air Back – Weak


BaseKnockback decreased: (8.75 7.75)
<big>'''GRANDMA GERTIE'''</big>
KnockbackGain increased: (12 → 13.3)
* Fixed Neutral Special Slime Cancel glitch recovering the charge.
BlockPush decreased: (0.6 0.5)
* Reduced distance traveled on aerial special forward
BlockStun increased: (7 9)
* New attack data created for aerial special forward sweetspot with less knockback and damage compared to ground version and launches at an angle of 40°
* Light Air Forward – Clean
** BaseKnockback decreased: (13 12)
** KnockbackGain decreased: (18 → 17)
* Special Forward – Base
** BaseKnockback decreased: (15 8)
** KnockbackGain decreased: (13 → 10)
** BlockPush decreased: (1,2 → 0,8)
** HitlagBaseOnHit decreased: (16 → 10)
** HitlagBaseOnBlock decreased: (16 → 10)
** Damage decreased: (14 8)
** BlockDamage decreased: (12 6)
** Angle changed: (38° → 40°)


Light Air Back


BaseKnockback decreased: (10 → 8.7)
<big>'''ANGRY BEAVERS'''</big>
KnockbackGain increased: (13.5 → 15.7)
BlockPush decreased: (0.8 → 0.6)
BlockStun increased: (7 → 9)


Light Air Down – Tip
'''DAGGET'''
* Light Air Back is no longer reversible


BaseKnockback decreased: (9 → 7.5)
'''NORBERT'''
KnockbackGain increased: (10 → 11.5)
* Light Air Back is no longer reversible
* Fixed Special Up Slime Cancel Fly
* Charge Up
** Now it has a total of 26 Recovery Frames
* Charge Air Up
** DI multiplier from 1 to 1.5
* Light Air Up
** Recovery frames reduced from 33 to 26


Light Air Down


BaseKnockback decreased: (9 → 8.2)
<big>'''ZIM'''</big>
KnockbackGain increased: (13 → 14)
* Special Forward
** Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.


Light Air Forward


BaseKnockback decreased: (11 → 8.7)
<big>'''EL TIGRE'''</big>
KnockbackGain increased: (17 → 19.5)
* El Tigre doesn’t recover his stall on Charge Air Up after being hit anymore. Recovers it by grabbing the edge or landing.
BlockPush decreased: (0.8 → 0.6)
* Tweaked his Diamond Collision in order to prevent him from clipping under some stages.
BlockStun increased: (10 → 11)
* Removed all FAF (First actionable Frames) from his attacks
Damage increased: (11 → 12)
** Fair +4 Endlag frames
** Dair +3 Endlag frames
** Dash Attack + 4 Endlag frames
** Light Up +3 Endlag Frames
** Light Down +4 Endlag Frames


Light Air Up – Weak


BaseKnockback decreased: (9.6 → 8.6)
<big>'''EMBER'''</big>
KnockbackGain increased: (9.6 → 11)
* Fixed projectile decay on Special Neutral


Light Air Up


BaseKnockback decreased: (14 → 9.7)
<big>'''JENNY'''</big>
KnockbackGain increased: (13 → 17.5)
* Light Air Back Sourspot is now reversible
* Fixed an issue where Forward Special Projectile would stay in place after it was reflected
* Fixed an issue where Special Up Slime would not reset her fuel properly
* Fixed an issue where if you landed during Light Air Up Loop, the next Light Air Up you did would immediately trigger the loop, skipping any startup.
* Fixed an issue where Light Air Down Land did not have any hurtboxes
* Fixed an issue where Light Air Down Land could not edge cancel
* Increased Block Damage Values to match Damage Values on the following moves:
** Charge Down
** Charge Up
** Dash Attack
** Light Air Back
** Light Air Forward
** Light Air Neutral
** Light Air Up
** Light Down
** Light Neutral/Finisher
** Light Up
** Special Forward (Hammer and Projectile)


Light Down


Light down can only be canceled into Land down 2 from frame 12 to frame 25
<big>'''MECHA PLANKTON'''</big>
* Fixed the issue where slime cancelling after command grab glued the character to Mecha Plankton


Light Down – Slide


BaseKnockback decreased: (14.38 → 7.9)
<big>'''ROCKO'''</big>
KnockbackGain increased: (6.25 → 12.87)
* Fixed an issue where Spunky didn’t enter his Hurt state when he was hit while turning or falling.
* Spunky now has an additional 120 frames cooldown after he despawns.
* After Spawning a JackHammer, Rocko now needs to wait at least 400 frames to spawn the next one, independently of if it was destroyed or not during its lifetime.
* Charge Up Land total frames increased from 19 to 26


Light Down 2


BaseKnockback decreased: (12.5 → 7.8)
----
KnockbackGain increased: (6.25 → 11)


Light Forward – Back Hit (Ground)


BaseKnockback decreased: (11.25 → 9.3)
<big>'''Undocumented Changes'''</big>
KnockbackGain increased: (15 → 17)
* Placeholder


Light Forward – Back Hit


BaseKnockback decreased: (10.5 → 7.8)
----
KnockbackGain increased: (11 → 13.7)


Light Forward – Forward Hit


BaseKnockback decreased: (11 → 8.7)
== 1.3 v1 | December 5, 2023 | Steam Only ==
KnockbackGain increased: (18.75 → 21)
https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english


Light Forward – Upper Hit
* Small bug fixes
* Steam Deck support completed


BaseKnockback decreased: (11 → 8.4)
KnockbackGain increased: (17 → 19.7)


Light Neutral – Finisher
----


BaseKnockback decreased: (11.5 → 8.98)
KnockbackGain increased: (15.7 → 18.2)


Light Up
== 1.3 | December 1st, 2023 | New Features, Gameplay Feel and Balance Updates ==
https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/


Added hitbox that allows the attack to hit shorter characters.
<big>'''GENERAL GAMEPLAY'''</big>
BaseKnockback decreased: (17 → 10.4)
* The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
KnockbackGain increased: (15.4 → 22)
* Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
* Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
* Jump back now overrides horizontal run/dash momentum.
* The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
* Tech roll intangibility duration reduced from 28 frames to 20.
* Perfect block is no longer bufferable.
* The block VFX now changes color during the perfect block window.
* Turnaround specials buffer increased to 15 frames.
* Ultimate attacks end lag is not intangible anymore.
* Decreased slime block per-frame cost from 0.8 to 0.4.
* Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
* Fixed bug that made it impossible to DI slime charge moves.
* Time out now happens when counter is at 0 instead of 1.
* Slime cancel freeze frames no longer affect characters who are in Land Hard state.
* Fixes to ultimates SFX.
* Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
* Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
* Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
* Reversible toggle added to multiple hitboxes across the cast.
* Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
* Edge Actions can no longer be bufferable while holding the Edge.


Special Neutral Staff


Now reflects instead of redirecting projectiles
<big>'''CONTROLS'''</big>
* The D pad can now be set to movement on controllers.
* C stick implementation for keyboard players.
* Ability to separately modify if C stick does charge or light moves on ground or in air.
* TRAINING MODE
* Training mode DI visualizer and CPU DI Options.
* Training mode Hitstun visualizer.
* Training mode now saves settings when exiting to switch characters.


Special Forward Slime


The smoke bomb throw has faster startup and recovery.
<big>'''ONLINE'''</big>
* Ranked mode is now best of three matches.
 
* Ranked rating can now go above 1000.
Grab
* Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
 
* Rematch button is now at the top of the menu options in lobby matches.
Range increased from 1.2 to 1.25.
* Added AFK detection to results screen.
* Added ability to boot people from an online lobby.
* Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.


Grab Run


Total duration reduced from 42 to 39. Lunge speed slightly increased.
<big>'''OPTIONS'''</big>
* Crossplay options no longer reset whenever the game is closed.
* Added option to disable Screen Shakes.


<big>'''RAPHAEL'''</big>
General


Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
<big>'''CAMPAIGN'''</big>
Weight decreased: (1.05 → 0.95)
* Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
* Blimps are now given to the player if they skip the power-up selection in a power-up stage.
* Added campaign save slots.
* Quitting in the middle of a campaign run no longer changes the controls profile.
   
   


Following moves can now reverse hit:
<big>'''AUDIO'''</big>
 
* Items SFX volume is now controlled by the SFX slider.
Light Down
* Harmonic Convergence stage volume fixes.
Charge Air Forward
* Ultimates Hits and SFX are now working properly.
Charge Up
Light Air Forward
Charge Forward
Charge Air Down
   
   


Light Neutral 1 and 2
<big>'''SPONGEBOB'''</big>
* Following moves can now reverse hit:
** Light Air Down
** Light Air Forward


Removed jump cancel window on first frames.


Special Neutral
* Charge Air Down Late
 
** KnockbackGain decreased: (22,5 → 17)
Landing Lag increased from 5 to 10 frames.
Can’t be canceled with air dodge during the first frames anymore.


Charge Air Down Spike


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Charge Air Down
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
BlockDamage decreased: (18 → 14)
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
Angle changed: (270° → -90°)


Charge Air Down


BlockDamage decreased: (12 → 11)
* Charge Air Forward
** BaseKnockback decreased: (12 → 11,5)
** KnockbackGain increased: (17 → 18,8)


Charge Air Forward – Sourspot


BaseKnockback increased: (7,5 → 10)
* Charge Air Up
KnockbackGain increased: (18 18,5)
** BaseKnockback decreased: (13,5 → 11)
Damage increased: (10 → 12)
** KnockbackGain increased: (12 16,5)
BlockDamage increased: (10 11)
** Angle changed: (69° 70°)


Charge Air Forward


BaseKnockback decreased: (13,5 13)
* Charge Down
KnockbackGain increased: (18 19)
** BaseKnockback increased: (9 10)
BlockDamage decreased: (17 13)
** KnockbackGain increased: (20 22,6)
** BlockDamage decreased: (12 11)
** Angle changed: (38,5° → 40°)


Charge Air Up


BlockDamage decreased: (17 13)
* Charge Forward
** BaseKnockback decreased: (12,5 → 11)
** KnockbackGain increased: (23,5 → 23,8)
** CanReflectProjectiles toggle enabled
** BlockDamage decreased: (18 14)


Charge Down Back


BaseKnockback decreased: (13 → 11)
** Charge Up – Clean
KnockbackGain increased: (14 22,6)
** KnockbackGain increased: (20 20,5)
BlockDamage decreased: (13 → 11)


Charge Down


BaseKnockback decreased: (14,8 → 11,5)
* Grab Throw Up
KnockbackGain increased: (15,4 → 23,3)
** Implementation changes to increase consistency (should not make opponents land on platforms anymore)
BlockDamage decreased: (15 → 12)


Charge Forward Release


BaseKnockback decreased: (17,5 11,5)
* Light Air Down – Air
KnockbackGain increased: (18,3 24,7)
** DirectionalInfluenceMultiplier increased: (1 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
 
** Angle changed: (290° → -70°)
Charge Up


BaseKnockback decreased: (14 → 12)
KnockbackGain increased: (14 → 19,1)


Light Air Back Sweetspot
* Light Air Down Lingering Inner
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


BaseKnockback decreased: (12 → 11,2)
KnockbackGain increased: (19,5 → 20,7)


Light Air Down – Finisher
* Light Air Down – Lingering Outer
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)


BaseKnockback decreased: (9,7 → 8,7)
KnockbackGain increased: (15 → 16)


Light Air Forward
* Light Air Down
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (290° → -70°)


BaseKnockback decreased: (13,5 → 7,9)
KnockbackGain increased: (10,6 → 16,2)


Light Air Neutral
* Light Air Forward
** Hitboxes tweaked so spike is not present in all of the move’s range.


BaseKnockback decreased: (12 → 8,2)
KnockbackGain increased: (12,6 → 16,3)


Light Air Up Strong
'''Attack data changes:'''
* Light Air Forward Sourspot
** HitlagBaseOnHit increased: (6 → 10)
** HitlagBaseOnBlock increased: (6 → 10)
** Damage increased: (1 → 5)
** BlockDamage increased: (1 → 5)


BaseKnockback decreased: (12,6 → 8,3)
KnockbackGain increased: (10 → 14,2)


Light Air Up – Weak
* Light Air Forward
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** BlockDamage decreased: (14 → 13)


BaseKnockback decreased: (10,6 → 6,4)
KnockbackGain increased: (10 → 13,6)


Light Dash – Strong
* Light Air Neutral
** Startup increased by 1 frame and aerial endlag increased by 2 frames.


BaseKnockback decreased: (18,5 → 10,8)
KnockbackGain increased: (9 → 16,8)


Light Dash – Weak
* Light Dash  
** BaseKnockback decreased: (14,5 → 12)
** KnockbackGain increased: (10 → 15)


BaseKnockback decreased: (12,5 → 8,2)
KnockbackGain increased: (9 → 13,2)


Light Down – Spin
* Light Finisher
** BaseKnockback decreased: (14 → 10)
** KnockbackGain increased: (8 → 12)


BaseKnockback decreased: (15,1 → 8,6)
KnockbackGain increased: (7,2 → 13,93)


Light Down – Stab
* Light Forward
** BlockPush decreased: (1,25 → 0,8)


BaseKnockback decreased: (12 → 7,8)
KnockbackGain increased: (7,8 → 12,2)


Light Finisher
* Light Up – Late
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (12 → 13)
** Angle changed: (107° → 95°)


BaseKnockback decreased: (10,5 → 9,3)
KnockbackGain increased: (14,6 → 15,83)


Light Forward 3
* Light Up
 
** KnockbackGain increased: (13,5 → 15,5)
BaseKnockback decreased: (13,3 8,3)
KnockbackGain increased: (15,6 → 19,5)
   
   


Light Up
* Special Down Slime
** BlockDamage increased: (6 → 7)


BaseKnockback decreased: (14,6 → 9,4)
KnockbackGain increased: (13 → 18,45)


Special Neutral Shuriken Slime
* Special Down
** BlockDamage increased: (4 → 5)


KnockbackGain decreased: (11,5 → 9)


<big>'''JIMMY NEUTRON'''</big>
<big>'''PATRICK'''</big>
General
* Following moves can now reverse hit:
 
** Charge Up
Weight increased: (0.92 → 1)
** Charge Air Up
** Charge Air Forward
** Light Air Back
** Light Forward
   
   


Following moves can now reverse hit:
* Charge Air Down
 
** Charge Air Down fall speed increased.
Light Down
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
Light Air Forward
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
Light Air Down
** Angle changed: (300° → -60°)
Charge Up
Charge Forward
Charge Air Up
   
   


Charge Air Down
* Charge Air Down – Landing
 
** BlockDamage decreased: (12 11)
BlockDamage increased: (1 8)
   
   


Charge Air Forward
* Charge Air Forward
 
** BaseKnockback increased: (8.45 12.2)
BaseKnockback decreased: (16 8,5)
** KnockbackGain decreased: (21.5 17.6)
KnockbackGain decreased: (18 → 10)
** Angle changed: (30° 35°)
Damage increased: (4 8)
BlockDamage increased: (1 8)
   
   


Charge Air Up – Late
* Charge Air Up – Finisher
 
** BaseKnockback increased: (11 15)
BaseKnockback increased: (12 13)
** KnockbackGain increased: (17 17.5)
KnockbackGain increased: (15 16,5)
** Damage decreased: (12 6)
BlockDamage increased: (1 10)
** BlockDamage decreased: (9 6)
Angle changed: (70° 75°)
   
   


Charge Air Up – Sourspot
* Charge Air Up
 
** BlockDamage decreased: (2 → 1)
BaseKnockback increased: (12 → 14)
KnockbackGain increased: (12 17)
BlockDamage increased: (1 → 11)
Angle changed: (70° → 75°)
   
   


Charge Air Up
* Charge Down – Landing
 
** BaseKnockback decreased: (17 12.5)
BaseKnockback increased: (13 16)
** KnockbackGain increased: (18 → 24.6)
KnockbackGain decreased: (18 → 17,5)
** BlockDamage decreased: (15 13)
BlockDamage increased: (1 12)
Angle changed: (70° → 80°)
   
   


Charge Down 3
* Charge Forward
 
** Charge Forward hitbox increased, mostly vertically.
BaseKnockback decreased: (16 → 11)
** Active frames extended from ending at 18 to 19.
KnockbackGain increased: (18 → 25,5)
   
   


Charge Forward
* Initial Hit
** BaseKnockback decreased: (12 → 11.5)
** KnockbackGain increased: (24 → 24.4)
** Angle changed: (25° → 29°)


BaseKnockback decreased: (14 → 11)
* Late Hit
KnockbackGain increased: (18 23,4)
** BaseKnockback decreased: (12 → 11.5)
** KnockbackGain increased: (24 24.4)
   
   


Charge Up
* Charge Up
** BaseKnockback increased: (13.5 → 15)
** KnockbackGain increased: (20 → 22.3)


BaseKnockback increased: (14,5 15)
* Light Air Back
KnockbackGain increased: (19 21,2)
** Startup reduced from 9 to 8.
** Hitboxes are larger on both sides.
** BlockPush increased: (0.6 1.3)
** Angle changed: (110° 70°)
   
   


Light Air Down
* Light Air Down – Weak
** HitlagBaseOnHit increased: (3 → 6)
** HitlagBaseOnBlock increased: (3 → 6)
** Aerial toggle enabled


DirectionalInfluenceMultiplier increased: (1 1,5)
* Light Air Down
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** HitlagBaseOnHit increased: (6 15)
BlockDamage increased: (1 → 8)
** HitlagBaseOnBlock increased: (6 15)
Angle changed: (277° -83°)
** Aerial toggle enabled
** BlockDamage decreased: (12 11)
   
   


Light Air Forward
* Light Air Forward
 
** Hitbox range slightly increased.
HitStunMinimum increased: (1 → 13)
BlockDamage increased: (1 → 9)
   
   


Light Air Up
* Light Air Neutral
 
** Lingering hitboxes moved back and upward, overall reducing range.
BaseKnockback decreased: (13,5 → 12,5)
KnockbackGain increased: (15 → 16,75)
   
   


Light Down
* Light Air Neutral – Sweetspot
 
** HitlagBaseOnHit increased: (7 12)
BaseKnockback decreased: (14 → 9)
** HitlagBaseOnBlock increased: (7 12)
KnockbackGain increased: (4,6 → 16)
HitStunMinimum increased: (1 13)
BlockDamage increased: (1 6)
   
   


Light Forward Sweetspot
* Light Air Neutral – Weak
 
** Damage increased: (11 12)
HitStunMinimum increased: (1 → 15)
BlockPush increased: (1 1,5)
   
   


Light Forward
* Light Air Up
 
** Landing recovery reduced from 14 to 13 frames.
BaseKnockback increased: (5,5 → 6,5)
KnockbackGain increased: (8 → 16)
HitStunMinimum increased: (1 → 15)
BlockPush increased: (1 → 1,2)
BlockStun increased: (4 → 5)
   
   


Light Neutral
* Dash Attack
 
** Initial speed was increased but it also slows down quicker. Slight distance increase.
KnockbackGain increased: (12 13)
** BlockDamage increased on strong hit: (9 → 10)
** BlockDamage increased on weak hit: (8 9)
   
   


Light Up Final
* Light Down
 
** HitlagBaseOnHit increased: (3 → 6)
BaseKnockback increased: (8,2 → 11)
** HitlagBaseOnBlock increased: (3 6)
KnockbackGain increased: (12,3 → 15,5)
** BlockDamage increased: (8 11)
BlockPush increased: (0,2 → 0,6)
HitlagBaseOnHit increased: (0 → 9)
HitlagBaseOnBlock increased: (0 9)
BlockDamage increased: (1 8)
   
   


Light Up Weak
* Light Forward
 
** Movement very slightly increased.
HitlagBaseOnHit increased: (0 2)
** BaseKnockback decreased: (12 → 11)
HitlagBaseOnBlock increased: (0 2)
** KnockbackGain increased: (15 → 17)
** BlockPush increased: (1.2 → 1.7)
** HitlagBaseOnHit increased: (7 12)
** HitlagBaseOnBlock increased: (7 12)
** BlockDamage increased: (12 → 13)
   
   


Special Forward 2
* Light Forward – Medium
 
** BlockPush increased: (1.1 → 1.6)
BlockPush decreased: (1 → 0)
** HitlagBaseOnHit increased: (7 → 10)
BlockStun decreased: (6 0)
** HitlagBaseOnBlock increased: (7 → 10)
** BlockDamage increased: (10 12)
   
   


Special Forward 3
* Light Forward – Weak
 
** BlockPush increased: (1 → 1.5)
BlockPush decreased: (1 → 0)
** BlockDamage increased: (9 11)
BlockStun decreased: (6 0)
   
   


Special Forward 4
* Light Up
 
** KnockbackGain increased: (16 → 17)
BlockPush decreased: (1 0)
** HitlagBaseOnHit increased: (6 12)
BlockStun decreased: (6 → 0)
** HitlagBaseOnBlock increased: (6 → 12)
   
   


Special Forward 5
* Special Down
 
** Start up reduced from 5 to 4.
BlockPush decreased: (1 → 0)
** Counter duration reduced from ending on frame 36 to 31.
BlockStun decreased: (6 → 0)
** Total duration reduced from 64 to 54.
** The lunge physics were changed on the grab, reaching a bit further on the ground.
   
   


Special Forward 6
* Special Down Launch Slime
 
** BlockDamage increased: (1 → 17)
BaseKnockback decreased: (18 → 17)
BlockPush decreased: (1 → 0)
BlockStun decreased: (6 → 0)
   
   


Special Forward
* Special Forward
 
** HitlagBaseOnHit increased: (8 → 15)
BlockPush decreased: (1 0)
** HitlagBaseOnBlock increased: (8 → 15)
BlockStun decreased: (6 0)
** Damage increased: (15 → 24)
** BlockDamage increased: (15 17)
** Angle changed: (52° 35°)
   
   


Special Neutral – Rocket
* Special Forward Slime
 
** Hitbox is now slightly larger.
CannotRebound toggle enabled
** Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
** Now spins upon grabbing
** BaseKnockback increased: (12 → 15)
** Damage increased: (20 → 36)
** BlockDamage increased: (20 → 23)
   
   


Dash Grab
* Special Neutral
 
** Land cancel now works even if you don’t hit an enemy
Dash grab total duration from 60 → 50
** First Actionable Frame On Hit decreased from frame 35 to frame 32.
+2 Active frames
** Now reflects projectiles.
** BaseKnockback decreased: (10 → 9)
 
** KnockbackGain increased: (15.75 → 18)
<big>'''DANNY PHANTOM'''</big>
** HitlagBaseOnHit decreased: (17 → 14)
General
** HitlagBaseOnBlock decreased: (17 → 14)
 
** BlockDamage increased: (9 → 11)
Fix to Danny losing respawn invincibility after wavedashing
Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
Fixed Danny going through landing lag frames of his Special Up land while in hitlag
Fixed physics when exiting Special Up and going into Helpless Fall
   
   


Following moves can now reverse hit:
* Special Neutral Slime
 
** BlockDamage decreased: (15 → 13)
Charge Air Down
Charge Air Forward
Light Air Down
Light Air Forward
Light Down
Special Up Land
   
   


Charge Air Down Turn
* Special Up
 
** Startup reduced from frame 15 to 14.
DirectionalInfluenceMultiplier increased: (1 1.5)
** Hitboxes slightly reduced
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** Hitbox is bigger for the first frames but smaller for the rest of the move.
** Minimum time before landing without moving down increased from 25 to 27 frames.
** Landing recovery from hitting the ground was reduced from 40 to 35 frames.
** Velocity reduced after edge canceling.
** Now maintains a tiny bit of velocity of the grab connects.
** Lunges slightly forward when launching an opponent.
** Damage increased: (12 15)
** BlockDamage increased: (11 13)
   
   


Charge Air Forward
* Throw Up
 
** BKB was reduced from 20 to 14.
Fixed an issue that made the attack hit 3 times instead of 2.
** KBG increased from 11 to 17.
** Total frames reduced from 56 to 52.
** Angle increased from 80° to 85°.
   
   


Initial Hit
<big>'''SQUIDWARD'''</big>
 
* Following moves can now reverse hit:
SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)
** Charge Air Down
** Light Air Back
** Light Air Down
** Light Air Forward
** Light Air Up
** Light Forward (Towards aerial opponents)
** Light Up
   
   


Second Hit
* Charge Air Down – Fall Slow
** BlockDamage increased: (1 → 12)


BaseKnockback decreased: (14 8.75)
* Charge Air Forward – Close
KnockbackGain increased: (13 → 17)
** BaseKnockback decreased: (12.5 10)
HitlagBaseOnHit increased: (6 → 10)
** KnockbackGain increased: (12.5 → 17.6)
HitlagBaseOnBlock increased: (6 10)
** BlockDamage increased: (10 → 11)
Angle changed: (31° 50°)
** Angle changed: (38° 40°)
   
   


Charge Air Up
* Charge Air Forward
 
** Damage decreased: (12 10)
BaseKnockback decreased: (14 → 13)
KnockbackGain increased: (13.5 → 17)
Angle changed: (45° 60°)
   
   


Charge Down Release
* Charge Air Up
 
** Weak hit comes out 4 frames sooner
BaseKnockback decreased: (14.4 11.5)
** Total active frames: -4
KnockbackGain increased: (16.3 22.8)
* Initial Hit
** BaseKnockback decreased: (13.8 12)
** KnockbackGain increased: (9.6 14.4)
   
   


Charge Forward Sweet Spot
* Late Hit
 
** KnockbackGain decreased: (10 → 8)
BaseKnockback increased: (9 → 10)
KnockbackGain increased: (19.5 → 21.7)
HitlagBaseOnHit increased: (6 → 12)
HitlagBaseOnBlock increased: (6 12)
   
   


Charge Forward
* Charge Air Up
 
** BaseKnockback decreased: (11.4 → 11)
BaseKnockback increased: (8.25 → 10)
KnockbackGain increased: (17.5 → 20)
HitlagBaseOnHit decreased: (20 → 12)
HitlagBaseOnBlock decreased: (20 → 12)
BlockDamage increased: (10 → 11)
Angle changed: (40° → 35°)
   
   


Charge Up Sour
* Charge Down – Finisher
 
** BaseKnockback decreased: (12.5 → 10)
KnockbackGain decreased: (20.5 → 20)
** KnockbackGain increased: (16 → 20)
BlockDamage increased: (8 10)
** BlockDamage increased: (1 7)
   
   


Charge Up Sweet
* Charge Forward – Strong
** BaseKnockback decreased: (13 → 10)
** KnockbackGain increased: (18.5 → 22.5)
** BlockDamage increased: (12 → 13)
** Angle changed: (32° → 35°)


BaseKnockback increased: (11.88 14.2)
* Charge Forward – Weak
KnockbackGain increased: (20 22)
** KnockbackGain increased: (12 16)
** Angle changed: (37° 40°)
   
   


Light Air Back Sweet
* Charge Up – Strong
 
** BaseKnockback decreased: (14 → 13)
KnockbackGain increased: (16 17.5)
** KnockbackGain decreased: (19.5 19.3)
** BlockPush decreased: (1.4 → 1)
   
   


Light Air Back
* Light Air Back
 
** Landing recovery increased from 9 frames to 11.
BaseKnockback decreased: (13 → 12)
** Block stun increased from 8 frames to 10.
KnockbackGain increased: (14 → 15.5)
   
   


Light Air Down Ice Projectile
* Light Air Back Feet
 
** BlockDamage increased: (1 → 8)
DirectionalInfluenceMultiplier increased: (1 → 1.5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
BlockDamage increased: (8 → 10)
   
   


Light Air Down
* Light Air Back Sweet Spot
 
** BlockDamage decreased: (12 11)
DirectionalInfluenceMultiplier increased: (1 → 1.5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
BlockDamage increased: (8 10)
   
   


Light Air Forward 1
* Light Air Down
 
** Increased endlag by 5 frames.
Hitbox size slightly reduced
Damage increased: (3 → 5)
BlockDamage increased: (3 → 5)
   
   


Light Air Neutral
* Feet Late Hitbox
 
** Angle changed: (165° 15°)
BaseKnockback decreased: (6.25 → 5.5)
KnockbackGain increased: (9 12.5)
   
   


Light Air Up
* Feet Hitbox
 
** Angle changed: (165° 15°)
BaseKnockback decreased: (13 → 11)
KnockbackGain increased: (13.3 16)
   
   


Light Down
* Hands Late Hitbox
 
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
BaseKnockback decreased: (12.5 → 10)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
KnockbackGain increased: (11.25 13)
HitStunMinimum increased: (1 → 10)
   
   


Light Finisher
* Hands Hitbox
 
** DirectionalInfluenceMultiplier increased: (1 1.5)
BaseKnockback decreased: (10.63 8.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
KnockbackGain increased: (15.5 → 17)
   
   


Light Forward 2
* Light Air Forward – Finisher
 
** KnockbackGain increased: (11.5 14.5)
BlockDamage increased: (6 8)
   
   


Light Forward
* Light Down – Slap
 
** KnockbackIgnoreDownState toggle enabled
BaseKnockback decreased: (10 → 6.55)
KnockbackGain increased: (16 → 16.75)
HitStunMinimum increased: (1 → 6)
BlockDamage increased: (8 → 10)
   
   


Light Up – Late
* Light Forward (Towards aerial opponents)
 
** BaseKnockback increased: (1 → 13)
KnockbackGain increased: (12 → 13.5)
** KnockbackGain increased: (1 → 12)
** Damage increased: (1 → 12)
** BlockDamage increased: (1 11)
** Angle changed: (0° → 80°)
   
   


Light Up – Weak
* Light Forward 2
 
** BlockDamage increased: (10 → 11)
KnockbackGain increased: (10 → 12.5)
   
   


Light Up
* Light Forward Early
 
** BlockDamage increased: (10 → 11)
BaseKnockback decreased: (14 → 11)
KnockbackGain increased: (13 → 16)
   
   


Special Down
* Light Neutral 4
 
** BaseKnockback decreased: (11.2 → 9.2)
Is now unblockable on both Normal and Slime versions.
** KnockbackGain increased: (14 → 16)
   
   


Special_Up
<big>'''MECHA PLANKTON'''</big>
 
* General
BaseKnockback decreased: (15 → 9)
** Moved sides environment collision borders from his hands to his elbows.
KnockbackGain decreased: (11.5 → 9)
** Run Speed increased by 15%
BlockPush decreased: (2 → 0.6)
DirectionalInfluenceMultiplier decreased: (1.05 → 1)
Damage decreased: (15 → 7)
BlockDamage decreased: (13 → 7)
   
   


Special Up Land
* Following moves can now reverse hit:
** Charge Air Down
** Charge Down
** Charge Forward
** Light Air Down Chum Stick
** Light Air Back
** Light Air Forward
** Light Air Neutral
** Light Finisher
** Light Forward
** Special Down Chumbucket


BaseKnockback decreased: (12 → 9)
* Charge Air Down
KnockbackGain decreased: (10 5)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
HitStunMultiplier decreased: (1.5 → 1)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
HitStunMinimum decreased: (2.5 → 1)
** BlockDamage increased: (12 → 13)
BlockPush decreased: (2 0.3)
** Angle changed: (273° -87°)
BlockStun decreased: (9 → 7)
HitlagBaseOnHit decreased: (11 → 7)
HitlagBaseOnBlock decreased: (11 → 7)
DirectionalInfluenceMultiplier decreased: (1.3 → 1)
CannotRebound toggle disabled
Damage decreased: (13 6)
BlockDamage decreased: (13 → 6)
Angle changed: (50° 70°)
   
   


Special Down
* Charge Air Forward Weak Hit
** BaseKnockback decreased: (19 → 10)
** KnockbackGain increased: (5 → 10)


Can no longer be blocked
* Charge Air Forward
** It now takes longer before he can grab edges.
** BaseKnockback decreased: (18.5 → 11)
** KnockbackGain increased: (15.8 → 17.4)
   
   


<big>'''EMBER'''</big>
* Charge Air Up Finisher
General:
** BaseKnockback decreased: (15 → 14)
** KnockbackGain increased: (10.5 → 16.3)


Weight increased: (0.95 → 1)
* Charge Air Up Multi Hit
Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting
** BlockDamage decreased: (3 → 1)
Fixes:
Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.
 
Fixed Light Combo putting opponents in double the amount of intended hitstun frames.
 
blocking opponents (less gain than connecting hits).
 
Fixed Slime Special Up not having the multihit hitboxes
 
Improved consistency on Light Neutral String
 
Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards


* Charge Down
** BaseKnockback decreased: (12.4 → 12)
** KnockbackGain increased: (11 → 23.2)
** BlockDamage decreased: (15 → 13)
   
   


Following moves can now reverse hit:
* Charge Forward Strong
 
** BaseKnockback decreased: (18 → 9.5)
Charge Air Up
** KnockbackGain increased: (13.5 → 22)
Charge Air Down
** BlockDamage increased: (12 → 14)
Charge Forward
Light Air Down
Light Air Forward
Light Down
   
   


Charge Air Down
* Charge Forward Weak
 
** KnockbackGain increased: (12.2 → 14)
BlockDamage decreased: (15 13)
** BlockDamage increased: (6 → 10)
** Angle changed: (31° 32°)
   
   


Charge Air Forward
* Chumbucket
 
** BlockDamage increased: (3 → 6)
BaseKnockback decreased: (16 → 14)
KnockbackGain increased: (4 17)
BlockPush decreased: (1,6 → -0,8)
BlockStun increased: (12 → 14)
Damage increased: (9 → 15)
BlockDamage increased: (9 → 13)
Angle changed: (135° → 130°)
   
   


Charge Air Up – Second Strum
Chumstick


BaseKnockback increased: (12 → 13)
** KnockbackGain increased: (12 → 12)
KnockbackGain decreased: (18 16,5)
** Aerial toggle enabled
** BlockDamage increased: (3 6)
   
   


Charge Down – Sound Waves
* Light Air Back Early
 
** BlockDamage decreased: (15 → 12)
BaseKnockback increased: (7 → 11,5)
KnockbackGain increased: (20 → 25)
BlockDamage decreased: (12 → 11)
   
   


Charge Down – Stomp
* Light Air Forward
 
** Damage increased: (9 → 10)
BaseKnockback increased: (10 → 12)
** BlockDamage increased: (9 10)
KnockbackGain increased: (20 27)
BlockDamage decreased: (12 → 11)
   
   


Charge Forward
* Light Air Neutral Finisher
** BlockDamage decreased: (8 → 7)
** Angle changed: (38° → 42°)


BaseKnockback decreased: (18 → 12,5)
* Light Air Up Launch
KnockbackGain increased: (19 26)
** BlockDamage decreased: (5 → 1)
AnimatorBooleanCondition removed: CheerHitbox
   
   


Charge Up – Finisher
* Light Air Up Upper Left
 
** Angle changed: (225° -135°)
BaseKnockback decreased: (15 → 13)
KnockbackGain increased: (20 → 20,5)
BlockDamage decreased: (13 12)
   
   


Light Air Down – Spike
* Light Air Up Upper Right
 
** Angle changed: (315° → -45°)
DirectionalInfluenceMultiplier increased: (1 → 1,5)
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
BlockDamage decreased: (14 → 12)
Angle changed: (290° → -70°)
   
   


Light Air Forward – Spike
* Light Combo
 
** KnockbackIgnoreDownState toggle disabled
BlockDamage decreased: (16 → 13)
   
   


Light Air Forward
* Light Dash
 
** BlockDamage decreased: (9 8)
KnockbackGain increased: (20 21)
   
   


Light Air Up
* Light Down
 
** Reduced recovery on whiff for both hits
KnockbackGain increased: (10 → 12)
** Cancel Window into itself reduced
On hit SFX change
** Can cancel on hit  
   
   


Light Combo
* 1st Hit
 
** DirectionalInfluenceMultiplier increased: (0.85 → 2)
BaseKnockback decreased: (3 → 2,5)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
HitStunMultiplier decreased: (2 → 1)
** KnockbackIgnoreDownState toggle disabled
HitStunMinimum increased: (15 → 16)
** Angle changed: (85° 83°)
BlockStun decreased: (15 → 10)
** SlimeMultiplier increased: (0.14 0.2)
HitlagBaseOnBlock decreased: (7 → 6)
InstigatorAdvantageOnHit decreased: (0 → -2)
DirectionalInfluenceMultiplier decreased: (1 → 0,01)
SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
FixedKnockback increased: (0 → 5)
Damage decreased: (4 → 3)
BlockDamage decreased: (3 1)
Angle changed: (170° 145°)
   
   


Light Dash
* 2nd Hit
 
** DirectionalInfluenceMultiplier increased: (2.1 → 3)
BaseKnockback decreased: (18,5 12)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
KnockbackGain increased: (10 17)
** Angle changed: (80° 81°)
** SlimeMultiplier increased: (0.13 0.2)
   
   


Light Finisher
* Light Down Back Hit
 
** DirectionalInfluenceMultiplier increased: (1 2)
BaseKnockback decreased: (17 9)
** SmashDirectionalInfluenceMultiplier increased: (0 1)
KnockbackGain increased: (4 15)
   
   


Light Forward
* Light Finisher
 
** BaseKnockback decreased: (10.5 → 9.5)
BaseKnockback increased: (9 → 11)
** KnockbackGain increased: (13.67 14.5)
KnockbackGain increased: (18 19)
** KnockbackIgnoreDownState toggle disabled
BlockDamage decreased: (13 → 12)
   
   


Light Neutral
* Light Forward
 
** BaseKnockback decreased: (17 → 10)
KnockbackGain decreased: (4 0,01)
** KnockbackGain increased: (9.2 19)
DirectionalInfluenceMultiplier decreased: (1 → 0,01)
** HitStunMinimum increased: (1 → 22)
SmashDirectionalInfluenceMultiplier decreased: (1 0,01)
** Damage increased: (10 12)
Angle changed: (85° 145°)
** BlockDamage increased: (10 11)
On Hit SFX changed
   
   


Light Up
* Light Neutral 1 (Anti Air)
 
** HitStunMinimum increased: (5 → 7)
Now cancelable on frame 46
** DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
** SmashDirectionalInfluenceMultiplier increased: (0 → 1)
** KnockbackIgnoreDownState toggle enabled
   
   


Light Up – Finisher
* Light Neutral 2
 
** KnockbackIgnoreDownState toggle enabled
BaseKnockback decreased: (20 → 13)
KnockbackGain increased: (11 → 18)
   
   


Special Down
* Light Up
 
** HitStunMinimum increased: (1 → 12)
SpecialAngle changed: (Sakurai_361 None)
** BlockDamage increased: (9 10)
Angle changed: (45° 90°)
** Angle changed: (85° 87°)
   
   


Special Neutral – Cheer Boosted
* Special Forward
 
** Recovery reduced if done in the air
BaseKnockback increased: (14 → 15)
KnockbackGain increased: (15 → 17)
HitlagBaseOnHit increased: (9 → 14)
SpecialAngle changed: (Sakurai_361 → None)
Projectile size increased
   
   


Special Up Cheer Booster
* Special Neutral Slime
 
** Startup increased from frame 16 to 17
Increased vertical height and starts grabbing edge at frame 18.
** BaseKnockback decreased: (18.5 → 12.5)
** KnockbackGain increased: (9.5 → 15.5)
** Damage decreased: (10 → 8)
** Angle changed: (38° → 42°)
   
   


<big>'''LUCY LOUD'''</big>
* Special Up Start Slime
General:
** KnockbackGain decreased: (1 0.5)
 
** DirectionalInfluenceMultiplier decreased: (0.5 → 0)
Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
** SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)
Crowd push radius reduced from 1 to 0.7.
Made follow ups more difficult during normal mode.
Added different landing lag values for light aerials depending on stance.
   
   


Light Air Back
<big>'''REN & STIMPY'''</big>
 
* General:
Ghost (4 → 7)
** Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.
Normal (4 → 8)
Vampire (4 → 9)
   
   


Light Air Down
* Charge Air Down Land Slide
 
** Reversible
Ghost (10)
Normal (10 → 12)
Vampire (10 → 13)
   
   


Light Air Forward
* Charge Air Down Land
 
** Reversible
Ghost (9)
Normal (9 → 11)
Vampire (9 → 12)
   
   


Light Air Neutral
* Charge Air Down
 
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
Ghost (7)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
Normal (7 8)
** Reversible
Vampire (7 → 9)
   
   


Light Air Up
* Charge Air Forward
 
** BaseKnockback decreased: (15 13)
Ghost (6)
** KnockbackGain increased: (16 19)
Normal (6 8)
Vampire (6 10)
   
   


Following moves can now reverse hit:
* Charge Air Up
 
** KnockbackGain increased: (15 → 17,4)
Charge Air Down (Normal, Ghost, Vampire)
Charge Air Forward (Normal, Ghost, Vampire)
Charge Air Up (Normal, Ghost, Vampire)
Charge Down (Normal, Ghost, Vampire)
Charge Up (Normal, Ghost, Vampire)
Light Air Down – Spike (Vampire)
Light Forward (Normal, Ghost, Vampire)
   
   


Charge Air Down Tipper – Normal
* Charge Down
** KnockbackGain increased: (14 → 20,9)
** Angle changed: (31° → 30°)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Charge Forward Ren
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (12 11)
Angle changed: (285° -75°)
** KnockbackGain increased: (18 23,5)
** Reversible
** Angle changed: (137° 40°)
   
   


Charge Air Down Tipper – Vampire
* Charge Forward
 
** BaseKnockback decreased: (13 11)
DirectionalInfluenceMultiplier increased: (1 1.5)
** KnockbackGain increased: (19,5 23,5)
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** Reversible
Angle changed: (285° -75°)
** Angle changed: (43° 45°)
   
   


Charge Air Forward
* Charge Up
 
** BaseKnockback increased: (12 → 15)
Now has less range in vampire mode.
** KnockbackGain increased: (22 → 22,7)
   
   


Charge Air Forward Strong – Ghost
* Light Air Back
 
** First actionable frame removed
BlockDamage decreased: (12 → 11)
   
   


Charge Air Forward Strong Normal
* Light Air Back Early
 
** HitStunMinimum decreased: (1 0)
BaseKnockback decreased: (14 10)
** Reversible
KnockbackGain decreased: (20 → 18.5)
** Angle changed: (150° 30°)
BlockDamage decreased: (15 12)
   
   


Charge Air Forward Vampire
* Light Air Back – Late
 
** HitStunMinimum decreased: (1 → 0)
Hitboxes reduced and new smaller VFX
** Reversible
** Angle changed: (142° → 38°)
   
   


Strong Hit
* Light Air Back – Mid
 
** HitStunMinimum decreased: (1 0)
BaseKnockback decreased: (18.2 14.5)
** Reversible
KnockbackGain increased: (20 → 21.1)
** Angle changed: (145° 35°)
BlockDamage decreased: (15 12)
   
   


Charge Air Up
* Light Air Down – Multi Hit
 
** BlockDamage decreased: (2 → 1)
Can stall only once per airtime.
Air Speed is now multiplied by x0.5
Total duration increased from 35 to 49
Landing lag increased from 15 to 17
   
   


Charge Air Up Finisher – Ghost
* Light Air Forward Clean
 
** BaseKnockback decreased: (13 → 12,3)
BaseKnockback decreased: (18 → 12)
** KnockbackGain increased: (14 → 16)
KnockbackGain increased: (8 → 14)
Angle changed: (55° 60°)
   
   


Charge Air Up Finisher – Normal
* Light Air Forward Late
 
** BaseKnockback increased: (6,6 7,2)
BaseKnockback increased: (10 → 17)
KnockbackGain decreased: (16.8 → 12)
Angle changed: (65° 55°)
   
   


Charge Air Up – Finisher – Vampire
* Light Air Up – Ren
 
** Reversible
BaseKnockback increased: (12 → 14)
** Angle changed: (-110° 290°)
KnockbackGain decreased: (16.8 → 16)
DirectionalInfluenceMultiplier increased: (1 → 2)
Angle changed: (65° 88°)
   
   


Charge Down – Ghost
* Light Air Up Hit
 
** Reversible
BaseKnockback increased: (9.6 → 10.5)
** BlockDamage decreased: (7 5)
KnockbackGain increased: (14 → 23)
BlockDamage decreased: (15 12)
   
   


Charge Down – Normal
* Light Air Up
 
** BlockDamage decreased: (3 2)
BaseKnockback decreased: (12 → 11)
KnockbackGain increased: (17.4 → 23.4)
BlockDamage decreased: (17 13)
   
   


Charge Down – Vampire
* Light Down Sweet
 
** BlockDamage decreased: (11 → 10)
BaseKnockback decreased: (14.4 → 11.5)
KnockbackGain increased: (18.4 → 24.1)
BlockDamage decreased: (18 14)
   
   


Charge Forward Vampire
* Light Down
 
** Reversible
BaseKnockback decreased: (14.4 → 11)
KnockbackGain increased: (18.8 → 25.6)
Damage increased: (10 → 16)
BlockDamage increased: (10 → 13)
   
   


Charge Up – Normal
* Light Finisher
 
** Reversible
BaseKnockback increased: (10.8 → 13)
KnockbackGain decreased: (21.4 → 20.4)
BlockDamage decreased: (17 → 13)
Angle changed: (80.2° → 80°)
   
   


Charge Up Vampire
* Light Forward Air Hit
 
** Angle changed: (130° 120°)
BaseKnockback increased: (13.5 → 15)
KnockbackGain increased: (21.4 → 22.3)
Angle changed: (80.2° 80°)
   
   


Grab Throw Down – Normal
* Light Forward
 
** Total Duration decreased from 28 Frames to 32 Frames
BaseKnockback increased: (12.6 21)
** BaseKnockback increased: (2,5 3,5)
KnockbackGain decreased: (15 9)
** KnockbackGain increased: (11 → 12)
** Angle changed: (155° 130°)
   
   


Grab Throw Up – Normal
* Light Up Ren
** Reversible
** Angle changed: (135° → 45°)


BaseKnockback increased: (21 → 23.5)
* Light Up
Angle changed: (105° → 90°)
** Reversible
   
   


Light Air Down
* Special Down Attack
** BaseKnockback decreased: (12 → 10)
** KnockbackGain decreased: (12 → 10)
** HitlagBaseOnHit decreased: (15 → 10)
** HitlagBaseOnBlock decreased: (15 → 10)
** AttackMultiplierType removed: CharacterMeterMultiplier
** AttackMultiplierType added: CharacterMeterLerp
** Reversible
** Can not Redirect Projectiles
** Damage decreased: (16 → 10)
** BlockDamage decreased: (16 → 10)
** Angle changed: (56° → 45°)


Removed Spike Hitbox on Normal version
* Special Up
Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.
** Hitbox size reduced
   
   


Light Air Down – Normal
<big>'''AANG'''</big>
* Following moves can now reverse hit:
** Charge Air Down
** Charge AIr Forward
** Charge Forward
** Charge Up
** Light Air Down
** Light Down
** Light Forward


BaseKnockback increased: (12.5 → 18.7)
* Charge Air Down Spike
KnockbackGain decreased: (13 → 9)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
Angle changed: (68° 55°)
** Angle changed: (285° -75°)
   
   


Light Air Down – Spike Tip – Vampire
* Charge Air Forward SourSpot
** KnockbackGain increased: (14,3 → 15)
** BlockDamage decreased: (14 → 12)


BaseKnockback increased: (6 10)
* Charge Air Forward SweetSpot
KnockbackGain increased: (5 → 9.5)
** BaseKnockback decreased: (17,3 11,5)
DirectionalInfluenceMultiplier increased: (1 → 1.5)
** KnockbackGain increased: (13,5 → 18,8)
SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage decreased: (19 14)
BlockDamage decreased: (8 → 3)
Angle changed: (300° -60°)
   
   


Light Forward Air
* Charge Air Up Finisher
** BaseKnockback decreased: (16 → 12)
** KnockbackGain increased: (12 → 17,3)
** Angle changed: (65° → 68°)


Increased Startup: (7 8)
* Charge Down Rocks
Increased total duration from: (31 37)
** BaseKnockback decreased: (17 → 16)
** KnockbackGain increased: (16,5 → 23,5)
** BlockDamage decreased: (16 13)
** Angle changed: (75° 61°)
   
   


Light Air Forward – Ghost
* Charge Forward SourSpot
** BaseKnockback increased: (10 → 10,5)
** KnockbackGain increased: (18,5 → 23,4)
** BlockDamage decreased: (14 → 12)


KnockbackGain decreased: (14 13)
* Charge Forward SweetSpot
Damage decreased: (8 6)
** BaseKnockback decreased: (17,3 11,5)
BlockDamage decreased: (8 6)
** KnockbackGain increased: (17 24,7)
** BlockDamage decreased: (19 15)
   
   


Light Air Forward – Normal
* Charge Up Finisher
** BaseKnockback decreased: (18 → 12,3)
** KnockbackGain increased: (16 → 19,5)


BaseKnockback increased: (13 → 16.5)
* Light Air Back Wind Gale Weak
KnockbackGain decreased: (15 → 11)
** BaseKnockback decreased: (9 → 7)
Damage decreased: (8 → 7)
** KnockbackGain increased: (10 12)
BlockDamage decreased: (8 → 7)
Angle changed: (40° 58.61°)
   
   


Light Air Up – Normal
* Light Air Back Wind Gale
** BaseKnockback decreased: (13,6 → 10)
** KnockbackGain increased: (14 → 19)


BaseKnockback increased: (10 → 14.4)
* Light Air Back
KnockbackGain decreased: (15 → 13)
** KnockbackGain increased: (12,5 18)
DirectionalInfluenceMultiplier increased: (1 → 2)
Angle changed: (70° 75°)
   
   


Light Air Up – Vampire
* Light Air Forward
** BaseKnockback decreased: (9,6 → 9)
** KnockbackGain increased: (14 → 15,5)
** BlockDamage decreased: (12 → 11)


DirectionalInfluenceMultiplier increased: (1 → 2)
* Light Air Neutral Land
Angle changed: (70° 75°)
** BaseKnockback decreased: (10 9)
   
   


Light Neutral
* Light Dash Late
** BaseKnockback decreased: (15 → 10)
** KnockbackGain increased: (11 → 16)


Can no longer jump cancel during this state
* Light Dash
** BaseKnockback decreased: (19,5 → 12)
** KnockbackGain increased: (12 → 19,5)
   
   


Light Forward – Ghost
* Light Down Near
** BlockDamage increased: (1 → 5)


KnockbackGain decreased: (16 14.1)
* Light Down Tip
** BlockDamage increased: (1 5)
   
   


Light Forward – Normal
* Light Finisher
** BaseKnockback decreased: (14,5 → 9)
** KnockbackGain increased: (9,5 → 15,5)


BaseKnockback decreased: (12 → 11)
* Light Forward
KnockbackGain decreased: (16 13.6)
** BaseKnockback decreased: (12,3 7)
** KnockbackGain increased: (13 19)
** HitlagBaseOnBlock increased: (6 → 10)
   
   


Light Forward – Vampire
* Light Up Wind Gale
** BaseKnockback decreased: (17 → 15)
** KnockbackGain increased: (8,5 → 14)


BaseKnockback decreased: (14.4 13.4)
* Light Up
KnockbackGain decreased: (16 → 13.2)
** BaseKnockback decreased: (17 15)
** KnockbackGain increased: (8,5 → 16)
   
   


Special Neutral
* Special Down
** Physics slightly changed to have slower acceleration on start but higher speed.


Physics changed to match Ghost and Vampire versions.
<big>'''KORRA'''</big>
* General
** Weight decreased: (1.09 → 1.05)
   
   


Special Forward Normal Finisher
* Charge Air Down Late
** Can now reverse hit.
** Late hits can no longer redirect projectiles.


Damage increased: (9 13)
* Charge Air Forward – Sweetspot
BlockDamage increased: (9 13)
** BaseKnockback increased: (12 14.5)
** KnockbackGain increased: (19.8 21.1)
   
   


Special Forward Normal – Startup
* Charge Air Forward
** BaseKnockback increased: (9.9 → 11.5)
** KnockbackGain increased: (18 → 18.8)


Damage increased: (4 → 6)
* Charge Air Up
BlockDamage increased: (1 6)
** Angle changed: (75° 61°)
   
   


Special Up Vampire Startup Slime
* Charge Down Hazard Reversed
** BaseKnockback increased: (12.96 → 15)
** KnockbackGain increased: (21.6 → 22)
** Angle changed: (103° → 98°)


Angle changed: (290° -70°)
* Charge Down – Hazard
** BaseKnockback increased: (9.6 → 15)
** KnockbackGain decreased: (25.2 → 22)
** Angle changed: (77° 82°)
   
   


<big>'''GARFIELD'''</big>
* Charge Down
General
** BaseKnockback increased: (9.6 → 10)
** KnockbackGain increased: (11 → 14)
** Angle changed: (-62° → -75°)


Initial impulse force was decreased from 10 to 6.5 when starting a Dash
* Charge Forward
Initial dash speed reduced from 10 to 6.5.
** Hitbox slightly reduced. The tip now has a weaker hit.
Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
** BaseKnockback increased: (10.8 11.5)
Max Acceleration reduced from 32 to 28.
** KnockbackGain increased: (23.5 24.4)
Ground Friction increased (1.2 1.5)
** BlockPush decreased: (2 → 1)
Run Speed Decreased from (1.1 0.9)
** Priority changed: (Low High)
Air Acceleration from (1.55 → 1.3)
** BlockDamage increased: (11 12)
Air Friction (0.6 0.7)
Air Speed (1.2 → 1.17)
Weight increased: (0.9 0.95)
   
   


Sugar Rush
* Charge Forward – Late
** BlockPush decreased: (2 → 0.6)
** Damage decreased: (14 → 12)


Initial dash during the sugar rush is now 1.1
* Charge Up – Late
Bonus speed increased from 20% to 35%
** KnockbackGain increased: (12 → 20)
** CanRedirectProjectiles toggle disabled
   
   


Grab Pummel
* Charge Up
 
** BaseKnockback increased: (13 → 14)
Food meter gain increased from 3% to 4%.
** KnockbackGain decreased: (22 → 21.3)
   
   


Following moves can now reverse hit:
* Light Air Down
 
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
Charge Air Forward
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
Charge Down
   
   


Charge Air Down
* Light Air Forward
** Hitbox size slightly reduced in all directions.
** Forearms are now intangible on the first active frame.


KnockbackGain decreased: (12 11)
* Light Air Forward – Fire
** KnockbackGain increased: (17.5 18)
   
   


Charge Air Forward
* Special Forward
** Window to attack after the ground version increased from 21 to 23.
** Window before being allowed to jump after the jump version increased from 28 to 30.
 


BaseKnockback decreased: (16.5 → 11.5)
<big>'''AZULA'''</big>
KnockbackGain increased: (16 → 18.8)
* Following moves can now reverse hit:
Now fills up the food meter by 16% on hit.
** Charge Air Down Land
** Charge Air Down
** Charge Air Forward
** Charge Down
** Charge Forward
** Charge Up
** Light Air Down
** Light Air Forward
** Light Down
** Light Forward
   
   


Charge Air Up – Finisher
* Charge Air Down Spike
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (270° → -90°)


BaseKnockback increased: (13 → 14)
* Charge Air Forward Fireball
KnockbackGain increased: (15 15.6)
** BlockDamage decreased: (12 11)
   
   


Charge Down – Tipper
* Charge Air Forward
** BaseKnockback decreased: (16 → 13)
** KnockbackGain increased: (14,5 → 19)
** BlockDamage decreased: (16 → 13)


BaseKnockback decreased: (16 → 10)
* Charge Air Up Sourspot
KnockbackGain increased: (18.7 → 23)
** BlockDamage decreased: (12 → 11)
BlockDamage decreased: (13 → 11)
Angle changed: (46° → 45°)
   
   


Charge Down – Weak
* Charge Air Up Sweetspot
** BaseKnockback decreased: (19 → 13)
** KnockbackGain increased: (13 → 18,2)
** BlockDamage decreased: (16 → 13)
** Angle changed: (70° → 67°)


Angle changed: (56° 55°)
* Charge Down Back Lock
** BaseKnockback decreased: (13 → 4)
** HitStunMinimum increased: (1 → 9)
** Angle changed: (30° 100°)
   
   


Charge Forward – Sweetspot
* Charge Down Front Launcher
** BaseKnockback decreased: (14,7 → 11)
** KnockbackGain increased: (17 → 24,05)


BaseKnockback decreased: (15.6 10)
* Charge Down Front Lock
KnockbackGain increased: (14.5 22.6)
** BaseKnockback decreased: (13 8)
** HitStunMinimum increased: (1 9)
   
   


Charge Up – Sweetspot
* Charge Forward Sourspot
** BaseKnockback decreased: (16 → 10,5)
** KnockbackGain increased: (12,6 → 23,2)


BaseKnockback decreased: (14.2 → 13)
* Charge Forward Sweetspot
KnockbackGain decreased: (22 20.5)
** BaseKnockback decreased: (19,2 → 11,5)
Angle changed: (110° 100°)
** KnockbackGain increased: (16 24,4)
** BlockDamage decreased: (18 14)
   
   


Charge Up – Weak
* Charge Up Autolink
** BlockPush decreased: (1 → 0,1)


Angle changed: (100° 95°)
* Charge Up Explosion
** BaseKnockback decreased: (18 12,3)
** KnockbackGain increased: (16 → 19,5)
** BlockDamage decreased: (12 → 11)
   
   


Light Air Back – Initial
* Charge Up Pull Back Down
** BlockPush decreased: (1 → 0,1)


BaseKnockback decreased: (11 → 9)
* Charge Up Pull Back
KnockbackGain increased: (15 → 17)
** BlockPush decreased: (1 0,1)
Landing Lag increased: (10 → 12)
Auto-cancel window before landing increased: (Frame 30 Frame 32)
   
   


Light Air Back – Lingering
* Charge Up Pull Down
** BlockPush decreased: (1 → 0,1)


BaseKnockback decreased: (9 → 8)
* Charge Up Pull Forward Down
KnockbackGain increased: (9 10)
** BlockPush decreased: (1 0,1)
   
   


Light Air Down
* Charge Up Pull Forward
** BlockPush decreased: (1 → 0,1)


Landing Lag increased: (10 11)
* Charge Up Scoop Back
** BlockPush decreased: (1 0,1)
   
   


Light Air Forward
* Charge Up Scoop Front
** BlockPush decreased: (1 → 0,1)


BaseKnockback increased: (11 12)
* Light Air Back Sourspot
KnockbackGain increased: (9 → 13)
** BaseKnockback decreased: (12 7)
Damage decreased: (11 → 7)
** KnockbackGain increased: (12,5 17,5)
BlockDamage decreased: (10 → 7)
Angle changed: (55° 50°)
   
   


Light Air Neutral – Initial
* Light Air Back Sweetspot
** BaseKnockback decreased: (14,5 → 11)
** KnockbackGain increased: (16 → 19,45)


BaseKnockback decreased: (11 → 8)
* Light Air Down Spike
KnockbackGain increased: (8 11)
** DirectionalInfluenceMultiplier increased: (1 1,5)
Damage increased: (6 7)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
BlockDamage increased: (6 7)
** BlockDamage decreased: (12 11)
   
   


Light Neutral – Finisher
* Light Air Neutral Early
** BaseKnockback decreased: (9 → 7)
** KnockbackGain increased: (13,5 → 15,5)


KnockbackGain decreased: (11 9.5)
* Light Air Neutral Late
** BaseKnockback decreased: (7 → 6)
** KnockbackGain increased: (7,5 8,5)
   
   


Light Forward
* Light Dash 2
** BaseKnockback decreased: (14 → 7)
** KnockbackGain increased: (11 → 18)


Now has an additional hitbox allowing it to hit lower on the first active frame
* Light Dash Early
The outermost hitbox was slightly expanded, giving the move a bit more range and height
** KnockbackGain increased: (10 → 11)
Added very slight forward movement
   
   


Light Dash
* Light Finisher
** BaseKnockback decreased: (14,4 → 11)
** KnockbackGain increased: (10,6 → 14)


Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents
* Light Forward Sourspot
** BaseKnockback decreased: (15,3 → 8)
** KnockbackGain increased: (11 → 18,3)
   
   


Light Up – Late
* Light Forward Sweetspot
** BaseKnockback decreased: (16,8 → 12)
** KnockbackGain increased: (15,5 → 20,3)


BaseKnockback increased: (1 8)
* Special Down
KnockbackGain increased: (1 → 14)
** BaseKnockback decreased: (21,4 14)
BlockPush decreased: (1 → 0.6)
** KnockbackGain increased: (11,8 → 18)
BlockStun increased: (1 → 8)
Hitlag Base Hit increased: (1 → 6)
HitlagBaseOnBlock increased: (1 → 6)
InstigatorAdvantageOnHit decreased: (1 → 0)
InstigatorAdvantageOnBlock decreased: (1 → 0)
DirectionalInfluenceMultiplier increased: (1 → 2)
Angle changed: (0° 85°)
   
   


Special Neutral
* Special Forward Air Land
** BaseKnockback decreased: (15,5 → 10)
** KnockbackGain increased: (8 → 13,5)


HitStunMinimum decreased: (24 22)
* Special Forward Air Strong
Hitlag Base Hit decreased: (4 3)
** BaseKnockback decreased: (18 11)
HitlagBaseOnBlock decreased: (4 3)
** Priority changed: (Low → High)
Hitstop reduced from 4 to 3.
** Damage decreased: (17 13)
Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
** BlockDamage decreased: (17 13)
Food meter gained on hit increased from 5% to 8%.
   
   


Special Down
* Special Forward Air Weak
** BaseKnockback decreased: (14 → 7)
** KnockbackGain increased: (11 → 15)


Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.
* Special Forward Strong
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (14 → 17)
** Priority changed: (Low → High)
** Damage decreased: (17 → 13)
** BlockDamage decreased: (17 → 13)
   
   


<big>'''GERALD'''</big>
* Special Forward Weak
Crowd push radius reduced from 1 to 0.65.
** BaseKnockback decreased: (14 → 7)
** KnockbackGain increased: (11 → 15)


Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State
<big>'''APRIL'''</big>
* Following moves can now reverse hit:
** Charge Air Down
** Charge Air Up
** Charge Up
** Special Up


* Charge Air Forward
** BaseKnockback decreased: (15 → 12,25)
** KnockbackGain increased: (17 → 17,75)
   
   


Following moves can now reverse hit:
* Charge Air Up – Weaker
** BaseKnockback increased: (9,5 → 12)
** KnockbackGain decreased: (16 → 15)
** Angle changed: (65° → 75°)


Charge Air Down
* Charge Air Up
Charge Air Forward
** BaseKnockback decreased: (14 → 13)
Charge Air Up
** KnockbackGain decreased: (16 → 15,8)
Charge Down
Charge Forward
Charge Up
Light Air Forward
Light Down
   
   


Charge Air Down Finisher
* Charge Down 3
** BaseKnockback decreased: (16,5 → 10)
** KnockbackGain increased: (10 → 21)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Charge Forward – Weak
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (12,5 10,5)
Angle changed: (300° → -60°)
** KnockbackGain increased: (18 22,5)
   
   


Charge Air Forward – Sweetspot
* Charge Forward Sweet Spot
** BaseKnockback decreased: (15,5 → 10,5)
** KnockbackGain increased: (23 → 24)
** Angle changed: (36° → 35°)


BaseKnockback decreased: (15 14.75)
* Charge Forward
KnockbackGain increased: (18 22.2)
** BaseKnockback decreased: (12,5 11)
BlockDamage decreased: (14 → 12)
** KnockbackGain increased: (20 24)
   
   


Charge Air Forward
* Charge Up – Setup
** BaseKnockback decreased: (21 → 19)


BaseKnockback decreased: (14.5 11.5)
* Charge Up
KnockbackGain increased: (6.7 18.8)
** BaseKnockback decreased: (14 → 13)
Damage increased: (10 → 12)
** KnockbackGain increased: (17 20,5)
BlockDamage increased: (10 → 11)
** BlockDamage increased: (1 13)
Angle changed: (75° 55°)
Start up reduced by 1 frame.
Active frames increased by 1 frame.
Hitboxes adjusted, slightly extending the range.
   
   


Charge Air Up Setup Left
* Light Air Back 2 Body
 
** BaseKnockback decreased: (11,5 10,5)
BaseKnockback increased: (7 13)
** KnockbackGain increased: (13 14)
Angle changed: (40° 30°)
   
   


Charge Air Up Setup Right
* Light Air Back 2 Foot
 
** BaseKnockback decreased: (12,5 12)
BaseKnockback increased: (7 13)
** KnockbackGain increased: (13 16)
Angle changed: (140° 120°)
   
   


Charge Air Up Setup Up
* Light Air Down Final Body
 
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
BaseKnockback increased: (7 13)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
   
   


Charge Air Up Finisher
* Light Air Down Final – Foot
 
** BaseKnockback decreased: (10 9)
Final hit now has a larger hitbox to make it connect more consistently.
** KnockbackGain increased: (7 → 9)
BaseKnockback decreased: (17.5 15)
** DirectionalInfluenceMultiplier increased: (1 1,5)
KnockbackGain increased: (9 → 16.8)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
Angle changed: (67° 80°)
   
   


Charge Down Finisher
* Light Air Down Final – Grounded
 
** BaseKnockback decreased: (15,1 13)
BaseKnockback decreased: (18 11.5)
** KnockbackGain increased: (16 18)
KnockbackGain increased: (15 24.7)
** Damage decreased: (15 12)
BlockStun increased: (6 10)
   
   


Charge Down MultiHit
* Light Air Forward – Body
 
** BaseKnockback decreased: (14 11)
BlockStun increased: (6 10)
** KnockbackGain increased: (12 15,5)
HitBoxSpecialBehaviour changed: (Attract → None)
Angle changed: (60° 120°)
   
   


Charge Forward – Strong
* Light Air Forward – Pen
 
** BaseKnockback decreased: (14 12)
BaseKnockback decreased: (16 11)
** KnockbackGain increased: (12 16,5)
KnockbackGain increased: (18 23)
BlockDamage decreased: (23 → 17)
   
   


Charge Forward
* Light Air Neutral – Initial
 
** BlockStun increased: (8 9)
BaseKnockback decreased: (14.9 → 10.5)
KnockbackGain increased: (18 22)
KnockbackIgnoreDownState toggle disabled
Angle changed: (38° → 35°)
   
   


Charge Up Soundwaves
* Light Air Neutral Late
 
** BlockStun increased: (7 8)
Angle changed: (79° 80°)
   
   


Charge Up Start
* Light Air Neutral – Lingering
 
** BlockStun increased: (7 8)
BaseKnockback decreased: (17 → 12.3)
KnockbackGain increased: (15 → 20.5)
BlockDamage decreased: (12 11)
   
   


Grab Throw Up
* Light Air Up – Finisher
 
** BaseKnockback decreased: (12,5 → 10,5)
KnockbackGain increased: (6 12)
** KnockbackGain increased: (11 14,2)
   
   


Light Air Down
* Light Finisher
 
** BaseKnockback decreased: (12,5 10,5)
KnockbackGain increased: (7.7 16)
** KnockbackGain increased: (15 17,4)
Damage increased: (7 → 8)
BlockDamage increased: (7 → 8)
Angle changed: (50° 51°)
   
   


Light Air Forward 1
* Light Forward – Foot
 
** KnockbackGain increased: (14,5 → 15,2)
1st hit now pops people up instead of using auto-link angle.
BKB decreased from 14.4 to 12.5.
HitStunMultiplier decreased: (0.27 → 0.01)
FixedKnockback decreased: (12.9 → 0)
Damage increased: (4 → 5)
BlockDamage increased: (4 → 5)
SpecialAngle changed: (Autolink_367 → Autolink_366)
Angle changed: (45° 50°)
   
   


Light Air Forward 2
* Light Up – Foot
 
** KnockbackGain increased: (14 15,5)
BlockStun decreased: (9 → 8)
Damage increased: (6 → 7)
BlockDamage increased: (6 → 7)
Angle changed: (55° 48°)
   
   


Light Air Neutral Lingering
* Light Down
 
** Can be cancelled into the second hit between 12 and 25 frames
Damage increased: (7 → 8)
** +5 recovery frames on light down
BlockDamage increased: (7 → 8)
   
   


Light Air Neutral Strong
* Special Up Slime
 
** BaseKnockback increased: (3,5 → 5)
KnockbackGain increased: (16.5 → 18)
** Damage increased: (2 5)
Damage increased: (10 12)
** BlockDamage increased: (1 3)
BlockDamage increased: (10 12)
** Angle changed: (110° → 65°)
** SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
** The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.
   
   


Light Air Up Finisher
* Special Neutral
 
** On Hit Cancel added on frame 30.
BaseKnockback decreased: (15.5 → 11.5)
** Now longer prevents April from air drifting.
KnockbackGain increased: (9.8 → 15.8)
** Hitting an opponent with less than one bar of ratings now generates a bar of ratings.
   
   


Light Dash Normal
* Special Down
** Special Down Bhop tech removed


KnockbackGain decreased: (1 → 0)
 
HitStunMinimum increased: (15 → 16)
<big>'''DONATELLO'''</big>
FixedKnockback decreased: (12.5 7.5)
* General
Damage decreased: (7 → 5)
** Weight Increased: (0.9 0.95)
BlockDamage decreased: (7 → 5)
** Fixed Special Up not having hit SFX.
   
   


Light Dash Touch Down
* Following moves can now reverse hit:
** Charge Air Down
** Charge Air Forward
** Charge Down
** Light Air Forward
** Light Down


BaseKnockback decreased: (15 9)
* Charge Air Forward
KnockbackGain increased: (9 → 15)
** BaseKnockback increased: (11 13)
KnockbackIgnoreDownState toggle disabled
** KnockbackGain increased: (17 18)
Damage increased: (10 11)
BlockDamage increased: (10 → 11)
   
   


.Light Down
* Charge Air Up
** BaseKnockback decreased: (13.5 → 13)
** KnockbackGain increased: (14.75 → 16.5)
** BlockDamage increased: (5 → 12)


First Actionable Frame increased: (25 30).
* Charge Down – Reverse
Frame 25 is still actionable On Hit.
** BaseKnockback decreased: (12 → 10)
** Damage decreased: (17 13)
** BlockDamage decreased: (15 → 12)
** Angle changed: (110° → 70°)
   
   


Light Forward
* Charge Down
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (16.2 → 22)
** BlockDamage decreased: (15 → 12)


Total duration increased from 24 frames to 26.
* Charge Forward – Reverse
BaseKnockback decreased: (16 10)
** BaseKnockback decreased: (13.75 11.5)
KnockbackGain increased: (5.4 → 18)
** KnockbackGain increased: (24 → 25.8)
Damage increased: (7 → 9)
BlockDamage increased: (7 → 9)
Angle changed: (35° → 40°)
   
   


Light Up
* Charge Forward 2
** BaseKnockback decreased: (13.75 → 11)
** KnockbackGain increased: (22 → 23.8)


Hitbox and hurtbox adjusted to anti-air more consistently
* Charge Up – Clean Hit
KnockbackGain increased: (8.9 12)
** BaseKnockback increased: (13 → 14)
** KnockbackGain increased: (19.5 21.3)
   
   


Special Forward Slime
* Charge Up – Late
** BlockDamage increased: (9 → 10)


Reduced velocity while airborne to match that of the grounded version
* Charge Up
Lowered Gravity while airborne
** BlockDamage increased: (8 → 12)
   
   


Special Forward Down MultiHit
* Light Air Back – Tip
** BaseKnockback decreased: (13.75 → 10.7)
** KnockbackGain increased: (16.5 → 20.3)
** BlockPush decreased: (1.6 → 0.7)
** BlockStun increased: (7 → 10)


HitStunMinimum increased: (1 → 6)
* Light Air Back – Weak
SpecialAngle changed: (Autolink_366 Autolink_367)
** BaseKnockback decreased: (8.75 → 7.75)
** KnockbackGain increased: (12 13.3)
** BlockPush decreased: (0.6 → 0.5)
** BlockStun increased: (7 9)
   
   


Special Forward Up
* Light Air Back
** BaseKnockback decreased: (10 → 8.7)
** KnockbackGain increased: (13.5 → 15.7)
** BlockPush decreased: (0.8 → 0.6)
** BlockStun increased: (7 → 9)


Decreased First Actionable Frame: (50 40)
* Light Air Down – Tip
Added Intangibility on left arm, legs and body from frame 6 to frame 27.
** BaseKnockback decreased: (9 7.5)
** KnockbackGain increased: (10 → 11.5)
   
   


Special Up Finisher
* Light Air Down
** BaseKnockback decreased: (9 → 8.2)
** KnockbackGain increased: (13 → 14)


Angle changed: (325° -35°)
* Light Air Forward
** BaseKnockback decreased: (11 8.7)
** KnockbackGain increased: (17 → 19.5)
** BlockPush decreased: (0.8 → 0.6)
** BlockStun increased: (10 → 11)
** Damage increased: (11 → 12)
   
   


<big>'''JENNY'''</big>
* Light Air Up – Weak
** BaseKnockback decreased: (9.6 → 8.6)
** KnockbackGain increased: (9.6 → 11)
   
   


General
* Light Air Up
** BaseKnockback decreased: (14 → 9.7)
** KnockbackGain increased: (13 → 17.5)


Weight decreased: (1.05 → 1)
* Light Down
** Light down can only be canceled into Land down 2 from frame 12 to frame 25
   
   


Following moves can now reverse hit:
* Light Down – Slide
** BaseKnockback decreased: (14.38 → 7.9)
** KnockbackGain increased: (6.25 → 12.87)


Charge Air Down
* Light Down 2
Charge Down
** BaseKnockback decreased: (12.5 → 7.8)
Charge Forward
** KnockbackGain increased: (6.25 → 11)
Charge Up
   
Light Down
Special Neutral
   


Charge Air Down
* Light Forward – Back Hit (Ground)
 
** BaseKnockback decreased: (11.25 9.3)
DirectionalInfluenceMultiplier increased: (1 → 1.5)
** KnockbackGain increased: (15 17)
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
Angle changed: (285° -75°)
   
   


Charge Air Forward
* Light Forward – Back Hit
 
** BaseKnockback decreased: (10.5 7.8)
BlockStun increased: (9 15)
** KnockbackGain increased: (11 13.7)
Damage increased: (18 → 20)
BlockDamage decreased: (18 15)
   
   


Charge Air Up Finisher
* Light Forward – Forward Hit
 
** BaseKnockback decreased: (11 → 8.7)
BaseKnockback increased: (15.7 → 16)
** KnockbackGain increased: (18.75 21)
KnockbackGain increased: (16.5 16.8)
   
   


Charge Down 1st
* Light Forward – Upper Hit
 
** BaseKnockback decreased: (11 → 8.4)
BlockDamage increased: (1 4)
** KnockbackGain increased: (17 19.7)
   
   


Charge Down
* Light Neutral – Finisher
 
** BaseKnockback decreased: (11.5 8.98)
BaseKnockback decreased: (14 12.5)
** KnockbackGain increased: (15.7 18.2)
KnockbackGain increased: (17 27.9)
BlockDamage increased: (1 → 8)
   
   


Charge Forward 1
* Light Up
 
** Added hitbox that allows the attack to hit shorter characters.
HitStunMinimum increased: (9 → 10)
** BaseKnockback decreased: (17 → 10.4)
InstigatorAdvantageOnHit decreased: (0 → -2)
** KnockbackGain increased: (15.4 → 22)
DirectionalInfluenceMultiplier decreased: (1 → 0)
SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
FixedKnockback increased: (0.5 → 7)
BlockDamage increased: (1 → 4)
Angle changed: (90° → 89°)
VictimDirection changed: (FaceAway Unchanged)
   
   


Charge Forward 2
* Special Neutral Staff
 
** Now reflects instead of redirecting projectiles
BaseKnockback decreased: (15 → 10.5)
KnockbackGain increased: (21 → 23.5)
BlockDamage increased: (1 → 7)
   
   


Charge Up  Back 2nd Part
* Special Forward Slime
 
** The smoke bomb throw has faster startup and recovery.
BaseKnockback decreased: (13 → 12)
KnockbackGain increased: (17 → 20.1)
BlockDamage increased: (1 → 11)
   
   


Charge Up
* Grab
 
** Range increased from 1.2 to 1.25.
BaseKnockback decreased: (15 → 14)
KnockbackGain increased: (19 → 21.6)
BlockDamage decreased: (12 → 11)
   
   


Grab Throw Back
* Grab Run
 
** Total duration reduced from 42 to 39. Lunge speed slightly increased.
KnockbackGain decreased: (17.5 → 14.8)
   
   


Light Air Back
<big>'''RAPHAEL'''</big>
 
* General
Light Back Air Landing Lag increased from 11 to 13
** Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
** Weight decreased: (1.05 → 0.95)
   
   


Sweetspot
* Following moves can now reverse hit:
 
** Light Down
BlockStun increased: (6 → 8)
** Charge Air Forward
** Charge Up
** Light Air Forward
** Charge Forward
** Charge Air Down
   
   


Sourspot
* Light Neutral 1 and 2
 
** Removed jump cancel window on first frames.
BaseKnockback increased: (11 → 12)
BlockStun decreased: (12 → 8)
Angle changed: (48.8° → 60°)
   
   


Light Air Down Center
* Special Neutral
 
** Landing Lag increased from 5 to 10 frames.
BlockPush decreased: (0.5 → 0.35)
** Can’t be canceled with air dodge during the first frames anymore.
   
   


Light Air Down Land
* Charge Air Down Spike
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage decreased: (18 → 14)
** Angle changed: (270° → -90°)


Fixed an issue where landing lag was consumed during hitlag.
* Charge Air Down
BlockPush decreased: (1 0.6)
** BlockDamage decreased: (12 11)
BlockStun increased: (3 → 7)
   
   


Light Air Down Launcher
* Charge Air Forward – Sourspot
** BaseKnockback increased: (7,5 → 10)
** KnockbackGain increased: (18 → 18,5)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)


KnockbackGain increased: (12 14.5)
* Charge Air Forward
HitStunMinimum increased: (1 10)
** BaseKnockback decreased: (13,5 → 13)
** KnockbackGain increased: (18 19)
** BlockDamage decreased: (17 13)
   
   


Light Air Down Left
* Charge Air Up
** BlockDamage decreased: (17 → 13)


BlockPush decreased: (0.6 → 0.35)
* Charge Down Back
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (14 → 22,6)
** BlockDamage decreased: (13 11)
   
   


Light Air Down Right
* Charge Down
** BaseKnockback decreased: (14,8 → 11,5)
** KnockbackGain increased: (15,4 → 23,3)
** BlockDamage decreased: (15 → 12)


BlockPush decreased: (0.6 0.35)
* Charge Forward Release
** BaseKnockback decreased: (17,5 11,5)
** KnockbackGain increased: (18,3 → 24,7)
   
   


Light Air Forward Launcher
* Charge Up
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (14 → 19,1)


BaseKnockback decreased: (12.6 12)
* Light Air Back – Sweetspot
KnockbackGain increased: (12.4 14.2)
** BaseKnockback decreased: (12 → 11,2)
** KnockbackGain increased: (19,5 20,7)
   
   


Light Air Neutral Late
* Light Air Down Finisher
** BaseKnockback decreased: (9,7 → 8,7)
** KnockbackGain increased: (15 → 16)


BaseKnockback decreased: (7.7 → 6.8)
* Light Air Forward
KnockbackGain increased: (10 → 13)
** BaseKnockback decreased: (13,5 → 7,9)
HitStunMinimum increased: (1 → 10)
** KnockbackGain increased: (10,6 16,2)
   
   


Light Air Neutral
* Light Air Neutral
** BaseKnockback decreased: (12 → 8,2)
** KnockbackGain increased: (12,6 → 16,3)


BaseKnockback decreased: (10.6 → 9.6)
* Light Air Up – Strong
KnockbackGain increased: (15.6 17.6)
** BaseKnockback decreased: (12,6 → 8,3)
** KnockbackGain increased: (10 14,2)
   
   


Light Air Up
* Light Air Up – Weak
** BaseKnockback decreased: (10,6 → 6,4)
** KnockbackGain increased: (10 → 13,6)


BaseKnockback decreased: (11.8 → 11.4)
* Light Dash – Strong
KnockbackGain increased: (12.5 14)
** BaseKnockback decreased: (18,5 → 10,8)
** KnockbackGain increased: (9 16,8)
   
   


Light Down
* Light Dash – Weak
** BaseKnockback decreased: (12,5 → 8,2)
** KnockbackGain increased: (9 → 13,2)


BaseKnockback decreased: (10.2 9)
* Light Down – Spin
KnockbackGain increased: (10.5 → 16.75)
** BaseKnockback decreased: (15,1 8,6)
HitStunMinimum increased: (1 → 18)
** KnockbackGain increased: (7,2 → 13,93)
BlockDamage increased: (2 → 3)
   
   


Light Finisher High
* Light Down – Stab
** BaseKnockback decreased: (12 → 7,8)
** KnockbackGain increased: (7,8 → 12,2)


BaseKnockback decreased: (12.5 → 10.5)
* Light Finisher
KnockbackGain increased: (10.8 13.5)
** BaseKnockback decreased: (10,5 → 9,3)
** KnockbackGain increased: (14,6 15,83)
   
   


Light Finisher Low
* Light Forward 3
 
** BaseKnockback decreased: (13,3 8,3)
BaseKnockback decreased: (12.5 9.5)
** KnockbackGain increased: (15,6 19,5)
KnockbackGain decreased: (4 → 2)
HitlagBaseOnHit increased: (8 13)
HitlagBaseOnBlock increased: (8 → 13)
   
   


Light Finisher
* Light Up
 
** BaseKnockback decreased: (14,6 9,4)
BaseKnockback decreased: (12.5 10.2)
** KnockbackGain increased: (13 18,45)
KnockbackGain increased: (10.8 13.5)
   
   


Light Forward Back
* Special Neutral Shuriken Slime
 
** KnockbackGain decreased: (11,5 9)
BlockDamage increased: (1 6)
   
   


Light Forward Front
<big>'''JIMMY NEUTRON'''</big>
 
* General
BaseKnockback decreased: (14 → 6.55)
** Weight increased: (0.92 → 1)
KnockbackGain increased: (8.2 17.5)
HitStunMinimum increased: (1 → 20)
BlockDamage increased: (1 → 8)
   
   


Light Neutral 2
* Following moves can now reverse hit:
** Light Down
** Light Air Forward
** Light Air Down
** Charge Up
** Charge Forward
** Charge Air Up


KnockbackGain decreased: (6.7 → 0)
* Charge Air Down
SpecialAngle changed: (Autolink_366 → None)
** BlockDamage increased: (1 8)
Angle changed: (89° → 85°)
VictimDirection changed: (FaceAway FaceTowards)
   
   


Light Neutral
* Charge Air Forward
** BaseKnockback decreased: (16 → 8,5)
** KnockbackGain decreased: (18 → 10)
** Damage increased: (4 → 8)
** BlockDamage increased: (1 → 8)


KnockbackGain decreased: (1 → 0)
* Charge Air Up – Late
InstigatorAdvantageOnHit decreased: (0 -2)
** BaseKnockback increased: (12 13)
FixedKnockback increased: (0 → 5)
** KnockbackGain increased: (15 16,5)
SpecialAngle changed: (Autolink_366 → None)
** BlockDamage increased: (1 10)
HitBoxSpecialBehaviour changed: (None Attract)
** Angle changed: (70° 75°)
Angle changed: (89° 145°)
   
   


Light Up – Launch
* Charge Air Up – Sourspot
** BaseKnockback increased: (12 → 14)
** KnockbackGain increased: (12 → 17)
** BlockDamage increased: (1 → 11)
** Angle changed: (70° → 75°)


BaseKnockback decreased: (13.8 10.5)
* Charge Air Up
KnockbackGain increased: (8.5 → 17.5)
** BaseKnockback increased: (13 → 16)
HitStunMinimum increased: (1 → 10)
** KnockbackGain decreased: (18 → 17,5)
** BlockDamage increased: (1 → 12)
** Angle changed: (70° → 80°)
   
   


Special Forward Air
* Charge Down 3
** BaseKnockback decreased: (16 → 11)
** KnockbackGain increased: (18 → 25,5)


KnockbackGain increased: (14.8 16.8)
* Charge Forward
InstigatorAdvantageOnHit decreased: (0 -8)
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (18 23,4)
   
   


Special Forward
* Charge Up
** BaseKnockback increased: (14,5 → 15)
** KnockbackGain increased: (19 → 21,2)


KnockbackGain increased: (15.3 17.3)
* Light Air Down
InstigatorAdvantageOnHit decreased: (0 → -5)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockDamage increased: (1 8)
** Angle changed: (277° → -83°)
   
   


<big>'''NIGEL'''</big>
* Light Air Forward
** HitStunMinimum increased: (1 → 13)
** BlockDamage increased: (1 → 9)
   
   


General
* Light Air Up
** BaseKnockback decreased: (13,5 → 12,5)
** KnockbackGain increased: (15 → 16,75)


Weight Increased: (0.7 0.75)
* Light Down
** BaseKnockback decreased: (14 9)
** KnockbackGain increased: (4,6 → 16)
** HitStunMinimum increased: (1 → 13)
** BlockDamage increased: (1 → 6)
   
   


Following moves can now reverse hit:
* Light Forward Sweetspot
 
** HitStunMinimum increased: (1 → 15)
Charge Air Forward
** BlockPush increased: (1 → 1,5)
Charge Down
Charge Forward
Light Air Forward
Charge Air Down
   
   


Charge Air Down -Weak
* Light Forward
 
** BaseKnockback increased: (5,5 → 6,5)
Can no longer redirect projectiles on late hits.
** KnockbackGain increased: (8 → 16)
Hitbox significantly reduced. Especially on the later frames
** HitStunMinimum increased: (1 → 15)
BlockStun decreased: (10 → 5)
** BlockPush increased: (1 → 1,2)
Total First Actionable Frame increased from Frame 42 to Frame 47
** BlockStun increased: (4 → 5)
   
   


Charge Air Forward Tipper
* Light Neutral
** KnockbackGain increased: (12 → 13)


BaseKnockback decreased: (14 9.75)
* Light Up Final
KnockbackGain increased: (15 → 18)
** BaseKnockback increased: (8,2 11)
** KnockbackGain increased: (12,3 → 15,5)
** BlockPush increased: (0,2 → 0,6)
** HitlagBaseOnHit increased: (0 → 9)
** HitlagBaseOnBlock increased: (0 → 9)
** BlockDamage increased: (1 8)
   
   


Charge Air Forward
* Light Up Weak
** HitlagBaseOnHit increased: (0 → 2)
** HitlagBaseOnBlock increased: (0 → 2)


BaseKnockback decreased: (13 8.5)
* Special Forward 2
KnockbackGain decreased: (11 10)
** BlockPush decreased: (1 0)
** BlockStun decreased: (6 0)
   
   


Charge Down Body
* Special Forward 3
** BlockPush decreased: (1 → 0)
** BlockStun decreased: (6 → 0)


BaseKnockback decreased: (10.5 10)
* Special Forward 4
KnockbackGain increased: (12.5 21.8)
** BlockPush decreased: (1 0)
** BlockStun decreased: (6 0)
   
   


Charge Down Gravel Back
* Special Forward 5
 
** BlockPush decreased: (1 0)
BaseKnockback decreased: (11 10)
** BlockStun decreased: (6 0)
KnockbackGain increased: (9 → 15)
Angle changed: (162° 20°)
   
   


Charge Down Gravel Forward
* Special Forward 6
 
** BaseKnockback decreased: (18 17)
BaseKnockback decreased: (11 10)
** BlockPush decreased: (1 0)
KnockbackGain increased: (8.38 15)
** BlockStun decreased: (6 0)
Angle changed: (19° 20°)
   
   


Charge Forward 1
* Special Forward
 
** BlockPush decreased: (1 → 0)
BaseKnockback increased: (3 → 5)
** BlockStun decreased: (6 → 0)
KnockbackGain decreased: (1.3 → 0)
HitStunMinimum increased: (1 → 10)
BlockPush increased: (1 → 1.6)
BlockStun decreased: (14 → 6)
Hitlag Base Hit decreased: (16 → 15)
HitlagBaseOnBlock decreased: (16 → 15)
InstigatorAdvantageOnHit decreased: (0 → -2)
DirectionalInfluenceMultiplier decreased: (1 → 0)
SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
FixedKnockback increased: (0 → 7)
ChargeAttack.BaseKnockback increased: (1 → 1.55)
ChargeAttack.KnockbackGain increased: (1 → 1.2)
Improved consistency to connect into Finisher Hit
Damage decreased: (6 → 4)
BlockDamage decreased: (3 → 1)
Angle changed: (80° → 89°)
   
   


Charge Forward 2
* Special Neutral – Rocket
 
** CannotRebound toggle enabled
BaseKnockback decreased: (13 → 10.7)
KnockbackGain increased: (19 → 22)
   
   


Charge Up
* Dash Grab
 
** Dash grab total duration from 60 → 50
Angle changed: (75° → 80°)
** +2 Active frames
   
   


Light Air Back – Weak
<big>'''DANNY PHANTOM'''</big>
 
* General
BlockPush decreased: (1 → 0.5)
** Fix to Danny losing respawn invincibility after wavedashing
** Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
** Fixed Danny going through landing lag frames of his Special Up land while in hitlag
** Fixed physics when exiting Special Up and going into Helpless Fall
   
   


Light Air Back
* Following moves can now reverse hit:
 
** Charge Air Down
KnockbackGain increased: (16.5 → 18.5)
** Charge Air Forward
BlockPush decreased: (1 → 0.7)
** Light Air Down
** Light Air Forward
** Light Down
** Special Up Land
   
   


Light Air Down 1
* Charge Air Down Turn
 
** DirectionalInfluenceMultiplier increased: (1 1.5)
KnockbackGain increased: (7 13)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
BlockPush decreased: (1 → 0.4)
   
   


Light Air Down 2
* Charge Air Forward
 
** Fixed an issue that made the attack hit 3 times instead of 2.
BlockPush decreased: (1 → 0.3)
   
   


Light Air Forward Finisher
* Initial Hit
 
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)
BaseKnockback decreased: (14 → 12)
KnockbackGain increased: (15 → 17)
BlockDamage increased: (1 → 2)
   
   


Light Air Forward MultiHit Ground
* Second Hit
 
** BaseKnockback decreased: (14 → 8.75)
BlockPush decreased: (0.2 0.1)
** KnockbackGain increased: (13 → 17)
** HitlagBaseOnHit increased: (6 10)
** HitlagBaseOnBlock increased: (6 → 10)
** Angle changed: (31° → 50°)
   
   


Light Air Forward MultiHit
* Charge Air Up
 
** BaseKnockback decreased: (14 → 13)
BlockPush decreased: (0.2 0.1)
** KnockbackGain increased: (13.5 17)
** Angle changed: (45° → 60°)
   
   


Light Air Neutral Strong
* Charge Down Release
 
** BaseKnockback decreased: (14.4 11.5)
BaseKnockback decreased: (10 8)
** KnockbackGain increased: (16.3 22.8)
KnockbackGain increased: (13.5 15.5)
BlockPush decreased: (1 → 0.6)
Damage decreased: (12 → 11)
Angle changed: (47° → 45°)
   
   


Light Air Neutral Weak
* Charge Forward Sweet Spot
** BaseKnockback increased: (9 → 10)
** KnockbackGain increased: (19.5 → 21.7)
** HitlagBaseOnHit increased: (6 → 12)
** HitlagBaseOnBlock increased: (6 → 12)


BaseKnockback decreased: (9.7 7.7)
* Charge Forward
KnockbackGain increased: (8.38 12)
** BaseKnockback increased: (8.25 10)
BlockPush decreased: (1 0.35)
** KnockbackGain increased: (17.5 20)
Damage decreased: (9 7)
** HitlagBaseOnHit decreased: (20 12)
BlockDamage decreased: (9 7)
** HitlagBaseOnBlock decreased: (20 12)
Angle changed: (47° 45°)
** BlockDamage increased: (10 11)
** Angle changed: (40° 35°)
   
   


Light Air Up
* Charge Up Sour
** KnockbackGain decreased: (20.5 → 20)
** BlockDamage increased: (8 → 10)


BlockPush decreased: (1 0.5)
* Charge Up Sweet
** BaseKnockback increased: (11.88 14.2)
** KnockbackGain increased: (20 → 22)
   
   


Light Dash Strong Hit
* Light Air Back Sweet
** KnockbackGain increased: (16 → 17.5)


BaseKnockback decreased: (14 10)
Light Air Back
KnockbackGain increased: (13 → 17)
** BaseKnockback decreased: (13 12)
Angle changed: (28° 42°)
** KnockbackGain increased: (14 15.5)
   
   


Light Down Tipper
* Light Air Down – Ice Projectile
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage increased: (8 → 10)


BaseKnockback decreased: (12 → 10)
* Light Air Down
KnockbackGain increased: (5.5 → 14)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
HitlagBaseOnHit increased: (10 17)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
HitlagBaseOnBlock increased: (6 13)
** BlockDamage increased: (8 10)
   
   


Light Down
* Light Air Forward 1
** Hitbox size slightly reduced
** Damage increased: (3 → 5)
** BlockDamage increased: (3 → 5)


KnockbackGain increased: (6.75 10.75)
* Light Air Neutral
** BaseKnockback decreased: (6.25 → 5.5)
** KnockbackGain increased: (9 12.5)
   
   


Light Forward – Late
* Light Air Up
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (13.3 → 16)


Angle changed: (45° 55°)
* Light Down
** BaseKnockback decreased: (12.5 10)
** KnockbackGain increased: (11.25 → 13)
** HitStunMinimum increased: (1 → 10)
   
   


Light Forward
* Light Finisher
** BaseKnockback decreased: (10.63 → 8.5)
** KnockbackGain increased: (15.5 → 17)


BaseKnockback decreased: (12.5 → 10.5)
* Light Forward 2
KnockbackGain increased: (8 → 14)
** BlockDamage increased: (6 → 8)
   
   


Light Up Start
* Light Forward
** BaseKnockback decreased: (10 → 6.55)
** KnockbackGain increased: (16 → 16.75)
** HitStunMinimum increased: (1 → 6)
** BlockDamage increased: (8 → 10)


BaseKnockback decreased: (12.5 → 10.5)
* Light Up – Late
KnockbackGain increased: (11.5 14.5)
** KnockbackGain increased: (12 13.5)
   
   


Light Dash
* Light Up – Weak
** KnockbackGain increased: (10 → 12.5)


Initial lunge force reduced from 13 to 11. Slower movement and less total distance
* Light Up
** BaseKnockback decreased: (14 → 11)
** KnockbackGain increased: (13 → 16)
   
   


Special Down
* Special Down
** Is now unblockable on both Normal and Slime versions.


BaseKnockback decreased: (27 26)
* Special_Up
** BaseKnockback decreased: (15 9)
** KnockbackGain decreased: (11.5 → 9)
** BlockPush decreased: (2 → 0.6)
** DirectionalInfluenceMultiplier decreased: (1.05 → 1)
** Damage decreased: (15 → 7)
** BlockDamage decreased: (13 → 7)
   
   


<big>'''EL TIGRE'''</big>
* Special Up Land
General
** BaseKnockback decreased: (12 → 9)
** KnockbackGain decreased: (10 → 5)
** HitStunMultiplier decreased: (1.5 → 1)
** HitStunMinimum decreased: (2.5 → 1)
** BlockPush decreased: (2 → 0.3)
** BlockStun decreased: (9 → 7)
** HitlagBaseOnHit decreased: (11 → 7)
** HitlagBaseOnBlock decreased: (11 → 7)
** DirectionalInfluenceMultiplier decreased: (1.3 → 1)
** CannotRebound toggle disabled
** Damage decreased: (13 → 6)
** BlockDamage decreased: (13 → 6)
** Angle changed: (50° → 70°)


Weight decreased: (0.78 → 0.75)
* Special Down
Helpless fall adjustments
** Can no longer be blocked
   
   


Following moves can now reverse hit:
<big>'''EMBER'''</big>
* General:
** Weight increased: (0.95 → 1)
** Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting
** Fixes:
*** Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.
*** Fixed Light Combo putting opponents in double the amount of intended hitstun frames.
*** blocking opponents (less gain than connecting hits).
*** Fixed Slime Special Up not having the multihit hitboxes
*** Improved consistency on Light Neutral String
*** Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards


Charge Air Forward
 
Charge Forward
* Following moves can now reverse hit:
Light Air Down
** Charge Air Up
Light Air Forward
** Charge Air Down
Light Down
** Charge Forward
** Light Air Down
** Light Air Forward
** Light Down
   
   


Charge Air Down – Spike
* Charge Air Down
** BlockDamage decreased: (15 → 13)


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Charge Air Forward
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** BaseKnockback decreased: (16 → 14)
Angle changed: (285° -75°)
** KnockbackGain increased: (4 → 17)
** BlockPush decreased: (1,6 -0,8)
** BlockStun increased: (12 → 14)
** Damage increased: (9 → 15)
** BlockDamage increased: (9 13)
** Angle changed: (135° 130°)
   
   


Charge Air Forward
* Charge Air Up – Second Strum
** BaseKnockback increased: (12 → 13)
** KnockbackGain decreased: (18 → 16,5)


BaseKnockback decreased: (13,6 → 10)
* Charge Down – Sound Waves
KnockbackGain increased: (17,5 18,5)
** BaseKnockback increased: (7 11,5)
BlockPush decreased: (1,6 1,2)
** KnockbackGain increased: (20 25)
BlockDamage increased: (1 8)
** BlockDamage decreased: (12 11)
   
   


Charge Air Up Head
* Charge Down Stomp
** BaseKnockback increased: (10 → 12)
** KnockbackGain increased: (20 → 27)
** BlockDamage decreased: (12 → 11)


BaseKnockback increased: (8 9)
* Charge Forward
KnockbackGain decreased: (17,5 16,5)
** BaseKnockback decreased: (18 12,5)
BlockDamage decreased: (12 → 11)
** KnockbackGain increased: (19 26)
** AnimatorBooleanCondition removed: CheerHitbox
   
   


Charge Air Up Strong
* Charge Up – Finisher
** BaseKnockback decreased: (15 → 13)
** KnockbackGain increased: (20 → 20,5)
** BlockDamage decreased: (13 → 12)


BaseKnockback increased: (10 13)
* Light Air Down – Spike
KnockbackGain decreased: (19 16,5)
** DirectionalInfluenceMultiplier increased: (1 1,5)
BlockDamage decreased: (12 → 11)
** SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** BlockDamage decreased: (14 → 12)
** Angle changed: (290° -70°)
   
   


Charge Down Back
* Light Air Forward – Spike
 
** BlockDamage decreased: (16 13)
BaseKnockback decreased: (13 → 11)
KnockbackGain increased: (18 → 20,9)
BlockDamage decreased: (15 12)
   
   


Charge Down Front
* Light Air Forward
 
** KnockbackGain increased: (20 → 21)
BaseKnockback decreased: (13 → 11)
KnockbackGain increased: (18 → 20,9)
BlockDamage decreased: (15 12)
   
   


Charge Forward
* Light Air Up
 
** KnockbackGain increased: (10 12)
BaseKnockback decreased: (12,4 → 10,5)
** On hit SFX change
KnockbackGain increased: (20 23,2)
BlockDamage decreased: (17 → 13)
   
   


Charge Up – Late
* Light Combo
 
** BaseKnockback decreased: (3 → 2,5)
BaseKnockback increased: (11,6 12,5)
** HitStunMultiplier decreased: (2 → 1)
KnockbackGain increased: (5 → 19)
** HitStunMinimum increased: (15 → 16)
** BlockStun decreased: (15 → 10)
** HitlagBaseOnBlock decreased: (7 → 6)
** InstigatorAdvantageOnHit decreased: (0 → -2)
** DirectionalInfluenceMultiplier decreased: (1 → 0,01)
** SmashDirectionalInfluenceMultiplier decreased: (1 0,01)
** FixedKnockback increased: (0 → 5)
** Damage decreased: (4 → 3)
** BlockDamage decreased: (3 → 1)
** Angle changed: (170° 145°)
   
   


Charge Up
* Light Dash
** BaseKnockback decreased: (18,5 → 12)
** KnockbackGain increased: (10 → 17)


BaseKnockback increased: (13 15)
* Light Finisher
KnockbackGain decreased: (21,6 21)
** BaseKnockback decreased: (17 9)
BlockDamage decreased: (17 → 14)
** KnockbackGain increased: (4 15)
   
   


Grab Throw Back
* Light Forward
** BaseKnockback increased: (9 → 11)
** KnockbackGain increased: (18 → 19)
** BlockDamage decreased: (13 → 12)


KnockbackGain increased: (9,1 → 10)
* Light Neutral
Increased total frames from 58 to 67
** KnockbackGain decreased: (4 → 0,01)
** DirectionalInfluenceMultiplier decreased: (1 → 0,01)
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
** Angle changed: (85° 145°)
** On Hit SFX changed
   
   


Grab Throw Up – Claws
* Light Up
** Now cancelable on frame 46


KnockbackGain increased: (5,7 8)
* Light Up – Finisher
Reversible toggle disabled
** BaseKnockback decreased: (20 13)
Angle changed: (70° 110°)
** KnockbackGain increased: (11 18)
   
   


Helpless Fall
* Special Down
** SpecialAngle changed: (Sakurai_361 → None)
** Angle changed: (45° → 90°)


Adjusted floatiness at the start of the state
* Special Neutral – Cheer Boosted
** BaseKnockback increased: (14 → 15)
** KnockbackGain increased: (15 → 17)
** HitlagBaseOnHit increased: (9 → 14)
** SpecialAngle changed: (Sakurai_361 → None)
** Projectile size increased
   
   


Light Air Back – Sweetspot
* Special Up Cheer Booster
** Increased vertical height and starts grabbing edge at frame 18.


BaseKnockback increased: (10 → 11)
<big>'''LUCY LOUD'''</big>
KnockbackGain increased: (14 → 17,5)
* General:
** Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
** Crowd push radius reduced from 1 to 0.7.
** Made follow ups more difficult during normal mode.
** Added different landing lag values for light aerials depending on stance.
   
   


Light Air Back – Weak
* Light Air Back
** Ghost (4 → 7)
** Normal (4 → 8)
** Vampire (4 → 9)


KnockbackGain increased: (6,9 → 10,9)
* Light Air Down
** Ghost (10)
** Normal (10 12)
** Vampire (10 → 13)
   
   


Light Air Back
* Light Air Forward
** Ghost (9)
** Normal (9 → 11)
** Vampire (9 → 12)


KnockbackGain increased: (15 17,5)
* Light Air Neutral
** Ghost (7)
** Normal (7 → 8)
** Vampire (7 9)
   
   


Light Air Down – Air
* Light Air Up
** Ghost (6)
** Normal (6 → 8)
** Vampire (6 → 10)


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Following moves can now reverse hit:
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Charge Air Down (Normal, Ghost, Vampire)
Damage decreased: (18 → 14)
** Charge Air Forward (Normal, Ghost, Vampire)
BlockDamage decreased: (18 → 12)
** Charge Air Up (Normal, Ghost, Vampire)
** Charge Down (Normal, Ghost, Vampire)
** Charge Up (Normal, Ghost, Vampire)
** Light Air Down – Spike (Vampire)
** Light Forward (Normal, Ghost, Vampire)
   
   


Light Air Forward
* Charge Air Down Tipper – Normal
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (285° → -75°)


BaseKnockback decreased: (13 10)
* Charge Air Down Tipper – Vampire
KnockbackGain increased: (13 18)
** DirectionalInfluenceMultiplier increased: (1 1.5)
Angle changed: (62° 55°)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
Hitboxes size slightly decreased
** Angle changed: (285° -75°)
   
   


Light Finisher
* Charge Air Forward
** Now has less range in vampire mode.


KnockbackGain decreased: (10 9)
* Charge Air Forward Strong – Ghost
** BlockDamage decreased: (12 11)
   
   


Light Forward
* Charge Air Forward Strong – Normal
 
** BaseKnockback decreased: (14 → 10)
BaseKnockback decreased: (14,5 9)
** KnockbackGain decreased: (20 → 18.5)
KnockbackGain increased: (13 → 18)
** BlockDamage decreased: (15 → 12)
   
   


Light Up
* Charge Air Forward Vampire
 
** Hitboxes reduced and new smaller VFX
BaseKnockback decreased: (12 → 10)
KnockbackGain increased: (13 → 15)
HitlagBaseOnHit increased: (9 → 10)
HitlagBaseOnBlock increased: (9 → 10)
   
   


Special Up
* Strong Hit
** BaseKnockback decreased: (18.2 → 14.5)
** KnockbackGain increased: (20 → 21.1)
** BlockDamage decreased: (15 → 12)


Now travels less distance and goes into Helpless Fall quicker
* Charge Air Up
** Can stall only once per airtime.
** Air Speed is now multiplied by x0.5
** Total duration increased from 35 to 49
** Landing lag increased from 15 to 17
   
   


Slime Special Up  
* Charge Air Up – Finisher – Ghost
** BaseKnockback decreased: (18 → 12)
** KnockbackGain increased: (8 → 14)
** Angle changed: (55° → 60°)


Travels less distance and goes into Helpless Fall quicker
* Charge Air Up – Finisher – Normal
<big>'''GRANDMA GERTIE'''</big>
** BaseKnockback increased: (10 → 17)
General
** KnockbackGain decreased: (16.8 → 12)
** Angle changed: (65° → 55°)


Fixed low-res sky during ultimate attack.
* Charge Air Up – Finisher – Vampire
Added additional VFX to her items.
** BaseKnockback increased: (12 → 14)
** KnockbackGain decreased: (16.8 → 16)
** DirectionalInfluenceMultiplier increased: (1 → 2)
** Angle changed: (65° → 88°)
   
   


Charge Air Forward Clean
* Charge Down Ghost
** BaseKnockback increased: (9.6 → 10.5)
** KnockbackGain increased: (14 → 23)
** BlockDamage decreased: (15 → 12)


BaseKnockback decreased: (13 12)
* Charge Down – Normal
BlockDamage decreased: (15 12)
** BaseKnockback decreased: (12 11)
Angle changed: (29° 32°)
** KnockbackGain increased: (17.4 23.4)
** BlockDamage decreased: (17 13)
   
   


Charge Air Forward Early
* Charge Down Vampire
** BaseKnockback decreased: (14.4 → 11.5)
** KnockbackGain increased: (18.4 → 24.1)
** BlockDamage decreased: (18 → 14)


BaseKnockback decreased: (12 → 11)
* Charge Forward Vampire
BlockDamage decreased: (13 11)
** BaseKnockback decreased: (14.4 → 11)
Angle changed: (35° 38°)
** KnockbackGain increased: (18.8 → 25.6)
** Damage increased: (10 16)
** BlockDamage increased: (10 13)
   
   


Charge Air Forward Late
* Charge Up Normal
** BaseKnockback increased: (10.8 → 13)
** KnockbackGain decreased: (21.4 → 20.4)
** BlockDamage decreased: (17 → 13)
** Angle changed: (80.2° → 80°)


BaseKnockback decreased: (11 → 10)
* Charge Up – Vampire
Damage decreased: (13 → 11)
** BaseKnockback increased: (13.5 15)
BlockDamage decreased: (13 10)
** KnockbackGain increased: (21.4 22.3)
Angle changed: (43° 44°)
** Angle changed: (80.2° 80°)
   
   


Charge Air Up Base
* Grab Throw Down Normal
** BaseKnockback increased: (12.6 → 21)
** KnockbackGain decreased: (15 → 9)


BaseKnockback decreased: (18 14)
* Grab Throw Up – Normal
Angle changed: (63° 65°)
** BaseKnockback increased: (21 23.5)
** Angle changed: (105° 90°)
   
   


Charge Air Up – Late
* Light Air Down
** Removed Spike Hitbox on Normal version
** Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.


BaseKnockback decreased: (17 12)
* Light Air Down – Normal
KnockbackGain increased: (14 17)
** BaseKnockback increased: (12.5 → 18.7)
** KnockbackGain decreased: (13 9)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (68° 55°)
   
   


Charge Air Up Wave
* Light Air Down Spike Tip – Vampire
** BaseKnockback increased: (6 → 10)
** KnockbackGain increased: (5 → 9.5)
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage decreased: (8 → 3)
** Angle changed: (300° → -60°)


BaseKnockback decreased: (16.25 13)
* Light Forward Air
KnockbackGain increased: (14 16)
** Increased Startup: (7 8)
** Increased total duration from: (31 37)
   
   


Charge Air Down
* Light Air Forward – Ghost
** KnockbackGain decreased: (14 → 13)
** Damage decreased: (8 → 6)
** BlockDamage decreased: (8 → 6)


Start Up From 6 to 8 Frames
* Light Air Forward – Normal
Impulse reduced on the last frames on release
** BaseKnockback increased: (13 → 16.5)
+2 recovery frames
** KnockbackGain decreased: (15 → 11)
** Damage decreased: (8 → 7)
** BlockDamage decreased: (8 → 7)
** Angle changed: (40° → 58.61°)
   
   


Charge Down Clean
* Light Air Up Normal
** BaseKnockback increased: (10 → 14.4)
** KnockbackGain decreased: (15 → 13)
** DirectionalInfluenceMultiplier increased: (1 → 2)
** Angle changed: (70° → 75°)


BaseKnockback decreased: (15 → 11)
* Light Air Up – Vampire
KnockbackGain increased: (19 24)
** DirectionalInfluenceMultiplier increased: (1 2)
Angle changed: (68° 65°)
** Angle changed: (70° 75°)
   
   


Charge Down – Late
* Light Neutral
** Can no longer jump cancel during this state


BaseKnockback decreased: (13 10.5)
* Light Forward – Ghost
KnockbackGain increased: (18 → 24)
** KnockbackGain decreased: (16 14.1)
Angle changed: (52° → 50°)
   
   


Charge Forward – Base
* Light Forward – Normal
** BaseKnockback decreased: (12 → 11)
** KnockbackGain decreased: (16 → 13.6)


BaseKnockback decreased: (12 9)
* Light Forward – Vampire
KnockbackGain increased: (18 23.2)
** BaseKnockback decreased: (14.4 13.4)
BlockPush decreased: (1 → 0.8)
** KnockbackGain decreased: (16 13.2)
Angle changed: (42° → 43°)
   
   


Charge Forward – Middle
* Special Neutral
** Physics changed to match Ghost and Vampire versions.


BaseKnockback decreased: (12.6 → 10)
* Special Forward Normal – Finisher
KnockbackGain increased: (19.8 24.4)
** Damage increased: (9 13)
BlockPush decreased: (1.2 1)
** BlockDamage increased: (9 13)
   
   


Charge Forward – Tip
* Special Forward Normal Startup
** Damage increased: (4 → 6)
** BlockDamage increased: (1 → 6)


BaseKnockback decreased: (15.6 → 11)
* Special Up Vampire – Startup Slime
KnockbackGain increased: (19 → 25.6)
** Angle changed: (290° -70°)
BlockPush decreased: (1.4 1.2)
   
   


Charge Up – Base
<big>'''GARFIELD'''</big>
* General
** Initial impulse force was decreased from 10 to 6.5 when starting a Dash
** Initial dash speed reduced from 10 to 6.5.
** Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
** Max Acceleration reduced from 32 to 28.
** Ground Friction increased (1.2 → 1.5)
** Run Speed Decreased from (1.1 → 0.9)
** Air Acceleration from (1.55 → 1.3)
** Air Friction (0.6 → 0.7)
** Air Speed (1.2 → 1.17)
** Weight increased: (0.9 → 0.95)


BaseKnockback increased: (13.2 → 14)
* Sugar Rush
KnockbackGain increased: (15.6 → 21.3)
** Initial dash during the sugar rush is now 1.1
Angle changed: (70° → 80°)
** Bonus speed increased from 20% to 35%
   
   


Charge Up – Middle
* Grab Pummel
 
** Food meter gain increased from 3% to 4%.
BaseKnockback increased: (14 → 15)
KnockbackGain increased: (18 → 22.3)
Angle changed: (71° → 80°)
   
   


Charge Up – Tip
* Following moves can now reverse hit:
** Charge Air Forward
** Charge Down


KnockbackGain increased: (18 → 23.5)
* Charge Air Down
Angle changed: (71° 80°)
** KnockbackGain decreased: (12 11)
   
   


Light Air Back – Clean Base
* Charge Air Forward
** BaseKnockback decreased: (16.5 → 11.5)
** KnockbackGain increased: (16 → 18.8)
** Now fills up the food meter by 16% on hit.


BaseKnockback decreased: (14 → 10.3)
* Charge Air Up – Finisher
KnockbackGain increased: (19 22.7)
** BaseKnockback increased: (13 → 14)
** KnockbackGain increased: (15 15.6)
   
   


Light Air Back Clean Tip
* Charge Down Tipper
** BaseKnockback decreased: (16 → 10)
** KnockbackGain increased: (18.7 → 23)
** BlockDamage decreased: (13 → 11)
** Angle changed: (46° → 45°)


BaseKnockback decreased: (13 → 8.9)
* Charge Down – Weak
KnockbackGain increased: (19 23.2)
** Angle changed: (56° 55°)
   
   


Light Air Back Late Base
* Charge Forward Sweetspot
** BaseKnockback decreased: (15.6 → 10)
** KnockbackGain increased: (14.5 → 22.6)


BaseKnockback decreased: (9 7.9)
* Charge Up – Sweetspot
KnockbackGain increased: (10 11.2)
** BaseKnockback decreased: (14.2 13)
** KnockbackGain decreased: (22 20.5)
** Angle changed: (110° → 100°)
   
   


Light Air Back Late Tip
* Charge Up Weak
** Angle changed: (100° → 95°)


BaseKnockback decreased: (9 → 8.65)
* Light Air Back – Initial
KnockbackGain increased: (13 13.4)
** BaseKnockback decreased: (11 → 9)
** KnockbackGain increased: (15 17)
** Landing Lag increased: (10 → 12)
** Auto-cancel window before landing increased: (Frame 30 Frame 32)
   
   


Light Air Down
* Light Air Back – Lingering
** BaseKnockback decreased: (9 → 8)
** KnockbackGain increased: (9 → 10)


Landing lag (10 → 11)
* Light Air Down
** Landing Lag increased: (10 → 11)
   
   


Light Air Down – Left
* Light Air Forward
** BaseKnockback increased: (11 → 12)
** KnockbackGain increased: (9 → 13)
** Damage decreased: (11 → 7)
** BlockDamage decreased: (10 → 7)
** Angle changed: (55° → 50°)


BaseKnockback decreased: (12 → 8.4)
* Light Air Neutral – Initial
KnockbackGain increased: (8 → 11.8)
** BaseKnockback decreased: (11 → 8)
Reversible
** KnockbackGain increased: (8 → 11)
** Damage increased: (6 → 7)
** BlockDamage increased: (6 → 7)
   
   


Light Air Down Right
* Light Neutral Finisher
 
** KnockbackGain decreased: (11 9.5)
BaseKnockback decreased: (12 → 8.4)
KnockbackGain increased: (8 11.8)
Reversible
   
   


Light Air Forward – Clean
* Light Forward
 
** Now has an additional hitbox allowing it to hit lower on the first active frame
BaseKnockback decreased: (15 → 13)
** The outermost hitbox was slightly expanded, giving the move a bit more range and height
KnockbackGain increased: (19 → 21)
** Added very slight forward movement
Hitlag Base Hit decreased: (30 → 25)
HitlagBaseOnBlock increased: (24 → 25)
InstigatorAdvantageOnHit increased: (0 → 4)
   
   


Light Air Forward – Late
* Light Dash
 
** Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents
BaseKnockback decreased: (12 → 10.3)
KnockbackGain increased: (13.2 → 14.85)
   
   


Light Air Neutral Kick
* Light Up Late
 
** BaseKnockback increased: (1 → 8)
BaseKnockback decreased: (10 → 6.2)
** KnockbackGain increased: (1 → 14)
KnockbackGain increased: (2 → 5.9)
** BlockPush decreased: (1 → 0.6)
** BlockStun increased: (1 → 8)
** Hitlag Base Hit increased: (1 → 6)
** HitlagBaseOnBlock increased: (1 → 6)
** InstigatorAdvantageOnHit decreased: (1 → 0)
** InstigatorAdvantageOnBlock decreased: (1 → 0)
** DirectionalInfluenceMultiplier increased: (1 → 2)
** Angle changed: (0° 85°)
   
   


Light Air Neutral – Punch
* Special Neutral  
 
** HitStunMinimum decreased: (24 → 22)
BaseKnockback decreased: (12 8.7)
** Hitlag Base Hit decreased: (4 3)
KnockbackGain increased: (18 21.5)
** HitlagBaseOnBlock decreased: (4 3)
** Hitstop reduced from 4 to 3.
** Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
** Food meter gained on hit increased from 5% to 8%.
   
   


Light Air Up – Clean
* Special Down
 
** Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.
BaseKnockback decreased: (15 → 9.7)
KnockbackGain increased: (12.6 → 18.2)
   
   


Light Air Up – Late
<big>'''GERALD'''</big>
* Crowd push radius reduced from 1 to 0.65.
** Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State


BaseKnockback decreased: (10 → 6.2)
KnockbackGain increased: (6 → 9.7)


Light Down – Clean
* Following moves can now reverse hit:
** Charge Air Down
** Charge Air Forward
** Charge Air Up
** Charge Down
** Charge Forward
** Charge Up
** Light Air Forward
** Light Down


BaseKnockback decreased: (10 8.1)
* Charge Air Down Finisher
KnockbackGain increased: (16 17.2)
** DirectionalInfluenceMultiplier increased: (1 1.5)
BlockStun decreased: (11 → 8)
** SmashDirectionalInfluenceMultiplier increased: (1 1.5)
Angle changed: (78.9° 76.5°)
** Angle changed: (300° -60°)
   
   


Light Down Early
* Charge Air Forward Sweetspot
** BaseKnockback decreased: (15 → 14.75)
** KnockbackGain increased: (18 → 22.2)
** BlockDamage decreased: (14 → 12)


BaseKnockback decreased: (11 → 8.3)
* Charge Air Forward
KnockbackGain increased: (10 → 12.7)
** BaseKnockback decreased: (14.5 → 11.5)
Angle changed: (69.4° 58°)
** KnockbackGain increased: (6.7 18.8)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 11)
** Angle changed: (75° 55°)
** Start up reduced by 1 frame.
** Active frames increased by 1 frame.
** Hitboxes adjusted, slightly extending the range.
   
   


Light Down Late
* Charge Air Up Setup Left
** BaseKnockback increased: (7 → 13)
** Angle changed: (40° → 30°)


BaseKnockback decreased: (8 → 6.8)
* Charge Air Up – Setup Right
KnockbackGain increased: (9 10.4)
** BaseKnockback increased: (7 13)
Angle changed: (61.7° 45°)
** Angle changed: (140° 120°)
   
   


Light Forward Body
* Charge Air Up Setup Up
** BaseKnockback increased: (7 → 13)


BaseKnockback decreased: (10 → 7.5)
* Charge Air Up Finisher
KnockbackGain increased: (14 → 16)
** Final hit now has a larger hitbox to make it connect more consistently.
Damage decreased: (11 → 10)
** BaseKnockback decreased: (17.5 → 15)
BlockDamage decreased: (11 10)
** KnockbackGain increased: (9 → 16.8)
** Angle changed: (67° 80°)
   
   


Light Forward – Hand
* Charge Down Finisher
** BaseKnockback decreased: (18 → 11.5)
** KnockbackGain increased: (15 → 24.7)
** BlockStun increased: (6 → 10)


BaseKnockback decreased: (15 9)
* Charge Down MultiHit
KnockbackGain increased: (15 19.8)
** BlockStun increased: (6 → 10)
** HitBoxSpecialBehaviour changed: (Attract None)
** Angle changed: (60° 120°)
   
   


Light Up Base Ground
* Charge Forward Strong
** BaseKnockback decreased: (16 → 11)
** KnockbackGain increased: (18 → 23)
** BlockDamage decreased: (23 → 17)


BaseKnockback decreased: (10 → 8.6)
* Charge Forward
KnockbackGain increased: (14 15.5)
** BaseKnockback decreased: (14.9 → 10.5)
** KnockbackGain increased: (18 → 22)
** KnockbackIgnoreDownState toggle disabled
** Angle changed: (38° 35°)
   
   


Light Up – Tip Ground
* Charge Up – Soundwaves
** Angle changed: (79° → 80°)


BaseKnockback decreased: (9.5 8.6)
* Charge Up Start
KnockbackGain increased: (16 17)
** BaseKnockback decreased: (17 12.3)
** KnockbackGain increased: (15 20.5)
** BlockDamage decreased: (12 → 11)
   
   


Special Forward
* Grab Throw Up
 
** KnockbackGain increased: (6 12)
Land cancel ground friction increased
Grounded Version from 60 to 40 X velocity
Air Version X Velocity decreased: (40 30)
No longer cancellable while airborne.
   
   


Special Forward
* Light Air Down
 
** KnockbackGain increased: (7.7 → 16)
Autocancel landing side special without recovery fixed.
** Damage increased: (7 → 8)
** BlockDamage increased: (7 → 8)
** Angle changed: (50° → 51°)
   
   


Special Up
* Light Air Forward 1
 
** 1st hit now pops people up instead of using auto-link angle.
Gertie now takes more time to reel in after grabbing the ledge, more punishable
** BKB decreased from 14.4 to 12.5.
After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
** HitStunMultiplier decreased: (0.27 → 0.01)
You can define the direction, to go after reeling in, out of stage, straight up and into stage
** FixedKnockback decreased: (12.9 → 0)
** Damage increased: (4 → 5)
** BlockDamage increased: (4 → 5)
** changed: (Autolink_367 → Autolink_366)
** Angle changed: (45° → 50°)
   
   


<big>'''INVADER ZIM'''</big>
* Light Air Forward 2
General:
** BlockStun decreased: (9 → 8)
** Damage increased: (6 → 7)
** BlockDamage increased: (6 → 7)
** Angle changed: (55° → 48°)


Zim Taunt is now cancellable on frame 8
* Light Air Neutral Lingering
** Damage increased: (7 → 8)
** BlockDamage increased: (7 → 8)
   
   


GIR Changes:  
* Light Air Neutral Strong
** KnockbackGain increased: (16.5 → 18)
** Damage increased: (10 → 12)
** BlockDamage increased: (10 → 12)


You can now explode GIR with Taunt, a hitbox was added to this explosion.
* Light Air Up Finisher
GIR respawns faster if it’s exploded by the player.
** BaseKnockback decreased: (15.5 11.5)
GIR regular health increased: (6 9), Slime version health increased: (12 → 15)
** KnockbackGain increased: (9.8 → 15.8)
While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.
   
   


Charge Air Down – Moose
* Light Dash Normal
** KnockbackGain decreased: (1 → 0)
** HitStunMinimum increased: (15 → 16)
** FixedKnockback decreased: (12.5 → 7.5)
** Damage decreased: (7 → 5)
** BlockDamage decreased: (7 → 5)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Light Dash Touch Down
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (15 → 9)
BlockDamage increased: (10 → 11)
** KnockbackGain increased: (9 15)
** KnockbackIgnoreDownState toggle disabled
** Damage increased: (10 11)
** BlockDamage increased: (10 → 11)
   
   


Charge Air Forward – Sweetspot
* Light Down
** First Actionable Frame increased: (25 → 30).
** Frame 25 is still actionable On Hit.


BaseKnockback decreased: (17 14.5)
* Light Forward
KnockbackGain increased: (19 19.6)
** Total duration increased from 24 frames to 26.
BlockDamage decreased: (16 15)
** BaseKnockback decreased: (16 10)
** KnockbackGain increased: (5.4 → 18)
** Damage increased: (7 9)
** BlockDamage increased: (7 → 9)
** Angle changed: (35° 40°)
   
   


Charge Air Forward – Weak
* Light Up
** Hitbox and hurtbox adjusted to anti-air more consistently
** KnockbackGain increased: (8.9 → 12)


BlockDamage increased: (9 → 10)
* Special Forward Slime
** Reduced velocity while airborne to match that of the grounded version
** Lowered Gravity while airborne
   
   


Charge Air Forward
* Special Forward Down MultiHit
** HitStunMinimum increased: (1 → 6)
** SpecialAngle changed: (Autolink_366 → Autolink_367)


BaseKnockback decreased: (16 → 14.5)
* Special Forward Up
Damage decreased: (20 18)
** Decreased First Actionable Frame: (50 40)
BlockDamage decreased: (16 → 14)
** Added Intangibility on left arm, legs and body from frame 6 to frame 27.
   
   


Charge Air Up – Explosion
* Special Up Finisher
** Angle changed: (325° → -35°)


BaseKnockback decreased: (14 → 13)
<big>'''JENNY'''</big>
KnockbackGain increased: (10 → 17.4)
* General
Angle changed: (45° 70°)
** Weight decreased: (1.05 1)
   
   


Charge Down – Gnome Slide
* Following moves can now reverse hit:
** Charge Air Down
** Charge Down
** Charge Forward
** Charge Up
** Light Down
** Special Neutral


BaseKnockback decreased: (11 10.5)
* Charge Air Down
KnockbackGain increased: (17 20)
** DirectionalInfluenceMultiplier increased: (1 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** Angle changed: (285° -75°)
   
   


Charge Down – Swing
* Charge Air Forward
** BlockStun increased: (9 → 15)
** Damage increased: (18 → 20)
** BlockDamage decreased: (18 → 15)


BaseKnockback decreased: (11.5 11)
* Charge Air Up Finisher
KnockbackGain increased: (18 22.3)
** BaseKnockback increased: (15.7 16)
** KnockbackGain increased: (16.5 16.8)
   
   


Charge Forward – Final
* Charge Down 1st
** BlockDamage increased: (1 → 4)


BaseKnockback decreased: (15 11.3)
* Charge Down
KnockbackGain increased: (19 24)
** BaseKnockback decreased: (14 12.5)
** KnockbackGain increased: (17 → 27.9)
** BlockDamage increased: (1 8)
   
   


Charge Up
* Charge Forward 1
 
** HitStunMinimum increased: (9 → 10)
Can now reverse hit.
** InstigatorAdvantageOnHit decreased: (0 → -2)
** DirectionalInfluenceMultiplier decreased: (1 → 0)
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
** FixedKnockback increased: (0.5 → 7)
** BlockDamage increased: (1 → 4)
** Angle changed: (90° → 89°)
** VictimDirection changed: (FaceAway → Unchanged)
   
   


Charge Up – Point Blank
* Charge Forward 2
** BaseKnockback decreased: (15 → 10.5)
** KnockbackGain increased: (21 → 23.5)
** BlockDamage increased: (1 → 7)


BaseKnockback increased: (12 → 16)
* Charge Up  Back 2nd Part
KnockbackGain increased: (20 → 22.2)
** BaseKnockback decreased: (13 → 12)
Priority changed: (Medium → High)
** KnockbackGain increased: (17 → 20.1)
Angle changed: (55° 60°)
** BlockDamage increased: (1 11)
   
   


Light Air Back – Sweetspot
* Charge Up
** BaseKnockback decreased: (15 → 14)
** KnockbackGain increased: (19 → 21.6)
** BlockDamage decreased: (12 → 11)


BaseKnockback decreased: (15 → 11)
* Grab Throw Back
KnockbackGain increased: (17 → 21.4)
** KnockbackGain decreased: (17.5 14.8)
   
   


Light Air Back
* Light Air Back
** Light Back Air Landing Lag increased from 11 to 13


BaseKnockback decreased: (12 → 9)
* Sweetspot
KnockbackGain increased: (16 19)
** BlockStun increased: (6 8)
   
   


Light Air Down – Late
* Sourspot
** BaseKnockback increased: (11 → 12)
** BlockStun decreased: (12 → 8)
** Angle changed: (48.8° → 60°)


BaseKnockback decreased: (11 → 6.8)
* Light Air Down Center
KnockbackGain increased: (7 11.5)
** BlockPush decreased: (0.5 0.35)
   
   


Light Air Down
* Light Air Down Land
** Fixed an issue where landing lag was consumed during hitlag.
** BlockPush decreased: (1 → 0.6)
** BlockStun increased: (3 → 7)


BaseKnockback decreased: (10.5 → 8.2)
* Light Air Down Launcher
KnockbackGain increased: (9 11.6)
** KnockbackGain increased: (12 → 14.5)
** HitStunMinimum increased: (1 10)
   
   


Light Air Forward – Tip
* Light Air Down Left
** BlockPush decreased: (0.6 → 0.35)


BaseKnockback decreased: (13 → 9.3)
* Light Air Down Right
KnockbackGain increased: (13.5 17.5)
** BlockPush decreased: (0.6 0.35)
   
   


Light Air Forward
* Light Air Forward Launcher
** BaseKnockback decreased: (12.6 → 12)
** KnockbackGain increased: (12.4 → 14.2)


BaseKnockback decreased: (11 7.8)
* Light Air Neutral – Late
KnockbackGain increased: (14 17.5)
** BaseKnockback decreased: (7.7 6.8)
** KnockbackGain increased: (10 → 13)
** HitStunMinimum increased: (1 10)
   
   


Light Air Neutral – Finisher
* Light Air Neutral
** BaseKnockback decreased: (10.6 → 9.6)
** KnockbackGain increased: (15.6 → 17.6)


KnockbackGain increased: (13 → 14)
* Light Air Up
** BaseKnockback decreased: (11.8 → 11.4)
** KnockbackGain increased: (12.5 → 14)
   
   


Light Air Neutral – Penultimate
* Light Down
** BaseKnockback decreased: (10.2 → 9)
** KnockbackGain increased: (10.5 → 16.75)
** HitStunMinimum increased: (1 → 18)
** BlockDamage increased: (2 → 3)


BaseKnockback decreased: (11 8.3)
* Light Finisher High
KnockbackGain increased: (10 → 12.85)
** BaseKnockback decreased: (12.5 10.5)
** KnockbackGain increased: (10.8 13.5)
   
   


Light Air Up – Launch
* Light Finisher Low
 
** BaseKnockback decreased: (12.5 9.5)
BaseKnockback decreased: (12.02 8.4)
** KnockbackGain decreased: (4 → 2)
KnockbackGain increased: (10 14.3)
** HitlagBaseOnHit increased: (8 → 13)
** HitlagBaseOnBlock increased: (8 13)
   
   


Light Air Up – Pull
* Light Finisher
 
** BaseKnockback decreased: (12.5 10.2)
BaseKnockback decreased: (9 6)
** KnockbackGain increased: (10.8 13.5)
KnockbackGain increased: (4 7)
   
   


Light Down – Late
* Light Forward Back
 
** BlockDamage increased: (1 → 6)
BaseKnockback decreased: (10 → 6)
KnockbackGain increased: (8 → 12)
   
   


Light Down
* Light Forward Front
 
** BaseKnockback decreased: (14 6.55)
BaseKnockback decreased: (10 7.8)
** KnockbackGain increased: (8.2 → 17.5)
KnockbackGain increased: (15 → 17.5)
** HitStunMinimum increased: (1 → 20)
** BlockDamage increased: (1 → 8)
   
   


Light Forward – 2nd Late
* Light Neutral 2
 
** KnockbackGain decreased: (6.7 → 0)
BaseKnockback decreased: (10 7.2)
** SpecialAngle changed: (Autolink_366 → None)
KnockbackGain increased: (9 11.9)
** Angle changed: (89° 85°)
** VictimDirection changed: (FaceAway FaceTowards)
   
   


Light Forward – 2nd
* Light Neutral
 
** KnockbackGain decreased: (1 → 0)
BaseKnockback decreased: (12 8.3)
** InstigatorAdvantageOnHit decreased: (0 -2)
KnockbackGain increased: (13 16.8)
** FixedKnockback increased: (0 → 5)
** SpecialAngle changed: (Autolink_366 → None)
** HitBoxSpecialBehaviour changed: (None → Attract)
** Angle changed: (89° 145°)
   
   


Light Forward Late
* Light Up Launch
 
** BaseKnockback decreased: (13.8 10.5)
BaseKnockback decreased: (7 → 5.9)
** KnockbackGain increased: (8.5 17.5)
KnockbackGain increased: (3 → 5)
** HitStunMinimum increased: (1 → 10)
   
   


Light Forward
* Special Forward Air
 
** KnockbackGain increased: (14.8 → 16.8)
BaseKnockback decreased: (8 → 6.58)
** InstigatorAdvantageOnHit decreased: (0 -8)
KnockbackGain increased: (3 16.75)
   
   


Light Neutral – Finisher
* Special Forward
 
** KnockbackGain increased: (15.3 17.3)
BaseKnockback decreased: (12 8.3)
** InstigatorAdvantageOnHit decreased: (0 -5)
KnockbackGain increased: (14 18)
   
   


Light Up – Weak
<big>'''NIGEL'''</big>
* General
** Weight Increased: (0.7 → 0.75)


BaseKnockback decreased: (9 → 7.5)
* Following moves can now reverse hit:
KnockbackGain increased: (8 → 10.5)
** Charge Air Forward
** Charge Down
** Charge Forward
** Light Air Forward
** Charge Air Down
   
   


Light Up
* Charge Air Down -Weak
** Can no longer redirect projectiles on late hits.
** Hitbox significantly reduced. Especially on the later frames
** BlockStun decreased: (10 → 5)
** Total First Actionable Frame increased from Frame 42 to Frame 47


BaseKnockback decreased: (18 → 9.5)
* Charge Air Forward Tipper
KnockbackGain increased: (7.8 17)
** BaseKnockback decreased: (14 → 9.75)
** KnockbackGain increased: (15 18)
   
   


Special up Girless
* Charge Air Forward
** BaseKnockback decreased: (13 → 8.5)
** KnockbackGain decreased: (11 → 10)


Now Girless Up B grabs the ledge easier and has more impulse than before
* Charge Down Body
** BaseKnockback decreased: (10.5 → 10)
** KnockbackGain increased: (12.5 → 21.8)
   
   


Special Down Bomb
* Charge Down Gravel Back
** BaseKnockback decreased: (11 → 10)
** KnockbackGain increased: (9 → 15)
** Angle changed: (162° → 20°)


Bomb Physics where slightly changed
* Charge Down Gravel Forward
If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
** BaseKnockback decreased: (11 → 10)
Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
** KnockbackGain increased: (8.38 → 15)
Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special
** Angle changed: (19° → 20°)
   
   


Gir
* Charge Forward 1
** BaseKnockback increased: (3 → 5)
** KnockbackGain decreased: (1.3 → 0)
** HitStunMinimum increased: (1 → 10)
** BlockPush increased: (1 → 1.6)
** BlockStun decreased: (14 → 6)
** Hitlag Base Hit decreased: (16 → 15)
** HitlagBaseOnBlock decreased: (16 → 15)
** InstigatorAdvantageOnHit decreased: (0 → -2)
** DirectionalInfluenceMultiplier decreased: (1 → 0)
** SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
** FixedKnockback increased: (0 → 7)
** ChargeAttack.BaseKnockback increased: (1 → 1.55)
** ChargeAttack.KnockbackGain increased: (1 → 1.2)
** Improved consistency to connect into Finisher Hit
** Damage decreased: (6 → 4)
** BlockDamage decreased: (3 → 1)
** Angle changed: (80° → 89°)


You can now explode Gir while using taunt, it has a hitbox and also respawns faster
* Charge Forward 2
If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.
** BaseKnockback decreased: (13 → 10.7)
** KnockbackGain increased: (19 → 22)
   
   


<big>'''REPTAR'''</big>
* Charge Up
General
** Angle changed: (75° → 80°)


Weight decreased: (1.21 1.18)
* Light Air Back – Weak
Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.
** BlockPush decreased: (1 → 0.5)
   
   


Charge Air Down
* Light Air Back
** KnockbackGain increased: (16.5 → 18.5)
** BlockPush decreased: (1 → 0.7)


DirectionalInfluenceMultiplier increased: (1 1,5)
* Light Air Down 1
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** KnockbackGain increased: (7 13)
** BlockPush decreased: (1 → 0.4)
   
   


Charge Air Forward – Fire
* Light Air Down 2
** BlockPush decreased: (1 → 0.3)


BaseKnockback decreased: (15 → 13)
* Light Air Forward Finisher
KnockbackGain increased: (16 18)
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (15 → 17)
** BlockDamage increased: (1 2)
   
   


Charge Air Forward
* Light Air Forward MultiHit Ground
** BlockPush decreased: (0.2 → 0.1)


BaseKnockback decreased: (14 → 11,5)
* Light Air Forward MultiHit
KnockbackGain increased: (14,5 17,7)
** BlockPush decreased: (0.2 0.1)
   
   


Charge Air Up – Fire
* Light Air Neutral Strong
** BaseKnockback decreased: (10 → 8)
** KnockbackGain increased: (13.5 → 15.5)
** BlockPush decreased: (1 → 0.6)
** Damage decreased: (12 → 11)
** Angle changed: (47° → 45°)


BaseKnockback decreased: (20 16)
* Light Air Neutral Weak
KnockbackGain increased: (9 18,5)
** BaseKnockback decreased: (9.7 7.7)
Hitlag Base Hit increased: (0 → 9)
** KnockbackGain increased: (8.38 12)
HitlagBaseOnBlock increased: (0 9)
** BlockPush decreased: (1 → 0.35)
BlockDamage decreased: (16 15)
** Damage decreased: (9 7)
Angle changed: (80° 70°)
** BlockDamage decreased: (9 7)
** Angle changed: (47° 45°)
   
   


Charge Air Up – Head
* Light Air Up
** BlockPush decreased: (1 → 0.5)


BaseKnockback increased: (15 16)
* Light Dash Strong Hit
KnockbackGain increased: (13 → 18,5)
** BaseKnockback decreased: (14 10)
BlockDamage decreased: (16 → 14)
** KnockbackGain increased: (13 → 17)
Angle changed: (80° 70°)
** Angle changed: (28° 42°)
   
   


Charge Down – Shockwave
* Light Down Tipper
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (5.5 → 14)
** HitlagBaseOnHit increased: (10 → 17)
** HitlagBaseOnBlock increased: (6 → 13)


BaseKnockback decreased: (12 → 11,5)
* Light Down
KnockbackGain increased: (21 23,3)
** KnockbackGain increased: (6.75 10.75)
   
   


Charge Down Stomp
* Light Forward Late
** Angle changed: (45° → 55°)


BaseKnockback increased: (11 13)
* Light Forward
KnockbackGain increased: (10 20)
** BaseKnockback decreased: (12.5 10.5)
** KnockbackGain increased: (8 14)
   
   


Charge Forward
* Light Up Start
 
** BaseKnockback decreased: (12.5 10.5)
BaseKnockback decreased: (18 11,5)
** KnockbackGain increased: (11.5 → 14.5)
KnockbackGain increased: (15,5 → 25)
   
   


Charge Up – Fire
* Light Dash
** Initial lunge force reduced from 13 to 11. Slower movement and less total distance


BaseKnockback decreased: (18 → 14)
* Special Down
KnockbackGain increased: (12 → 21,3)
** BaseKnockback decreased: (27 26)
Angle changed: (85° 80°)
   
   


Charge Up – Head
<big>'''EL TIGRE'''</big>
* General
** Weight decreased: (0.78 → 0.75)
** Helpless fall adjustments


KnockbackGain increased: (18 → 21,3)
* Following moves can now reverse hit:
Angle changed: (75° → 80°)
** Charge Air Forward
** Charge Forward
** Light Air Down
** Light Air Forward
** Light Down
   
   


Light Air Down
* Charge Air Down – Spike
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Angle changed: (285° → -75°)


DirectionalInfluenceMultiplier increased: (1,4 1,5)
* Charge Air Forward
SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** BaseKnockback decreased: (13,6 → 10)
** KnockbackGain increased: (17,5 18,5)
** BlockPush decreased: (1,6 → 1,2)
** BlockDamage increased: (1 → 8)
   
   


Light Air Forward Tip
* Charge Air Up Head
** BaseKnockback increased: (8 → 9)
** KnockbackGain decreased: (17,5 → 16,5)
** BlockDamage decreased: (12 → 11)


BlockStun increased: (11 → 12)
* Charge Air Up Strong
** BaseKnockback increased: (10 → 13)
** KnockbackGain decreased: (19 16,5)
** BlockDamage decreased: (12 → 11)
   
   


Light Air Forward
* Charge Down Back
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (18 → 20,9)
** BlockDamage decreased: (15 → 12)


BlockStun increased: (10 → 11)
* Charge Down Front
Landing recovery increased from 12 frames to 13.
** BaseKnockback decreased: (13 → 11)
** KnockbackGain increased: (18 → 20,9)
** BlockDamage decreased: (15 → 12)
   
   


Light Air Neutral – 2nd
* Charge Forward
** BaseKnockback decreased: (12,4 → 10,5)
** KnockbackGain increased: (20 → 23,2)
** BlockDamage decreased: (17 → 13)


KnockbackGain increased: (10 12)
* Charge Up – Late
** BaseKnockback increased: (11,6 → 12,5)
** KnockbackGain increased: (5 19)
   
   


Light Air Neutral
* Charge Up
** BaseKnockback increased: (13 → 15)
** KnockbackGain decreased: (21,6 → 21)
** BlockDamage decreased: (17 → 14)


KnockbackGain increased: (15 16)
* Grab Throw Back
** KnockbackGain increased: (9,1 10)
** Increased total frames from 58 to 67
   
   


Light Air Up – Top
* Grab Throw Up – Claws
** KnockbackGain increased: (5,7 → 8)
** Reversible toggle disabled
** Angle changed: (70° → 110°)


BlockPush decreased: (1,75 → 1,45)
* Helpless Fall
Angle changed: (85° → 82°)
** Adjusted floatiness at the start of the state
   
   


Light Air Back
* Light Air Back – Sweetspot
 
** BaseKnockback increased: (10 → 11)
Landing recovery increased from 14 frames to 15
** KnockbackGain increased: (14 → 17,5)
   
   


Light Air Up
* Light Air Back – Weak
 
** KnockbackGain increased: (6,9 10,9)
BlockPush decreased: (1,75 1,3)
   
   


Light Forward
* Light Air Back
** KnockbackGain increased: (15 → 17,5)


BaseKnockback decreased: (13 12)
* Light Air Down – Air
KnockbackGain increased: (16 17)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Damage decreased: (18 14)
** BlockDamage decreased: (18 12)
   
   


Special Forward
* Light Air Forward
• No longer costs fire on hit.
** BaseKnockback decreased: (13 → 10)
** KnockbackGain increased: (13 → 18)
** Angle changed: (62° → 55°)
** Hitboxes size slightly decreased


Ex version now always applies the burn.
* Light Finisher
** KnockbackGain decreased: (10 → 9)
   
   


Special Down – No Fire Air
* Light Forward
** BaseKnockback decreased: (14,5 → 9)
** KnockbackGain increased: (13 → 18)


DirectionalInfluenceMultiplier increased: (1 1,5)
* Light Up
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** BaseKnockback decreased: (12 → 10)
** KnockbackGain increased: (13 → 15)
** HitlagBaseOnHit increased: (9 10)
** HitlagBaseOnBlock increased: (9 10)
   
   


Special Forward – Down
* Special Up
** Now travels less distance and goes into Helpless Fall quicker


DirectionalInfluenceMultiplier increased: (1 → 1,5)
* Slime Special Up
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** Travels less distance and goes into Helpless Fall quicker


Special Up – Land


BlockPush decreased: (2 → 0,1)
<big>'''GRANDMA GERTIE'''</big>
* General
** Fixed low-res sky during ultimate attack.
** Added additional VFX to her items.
   
   


Special Up
* Charge Air Forward – Clean
** BaseKnockback decreased: (13 → 12)
** BlockDamage decreased: (15 → 12)
** Angle changed: (29° → 32°)


Hitbox is now larger on the first few frames and smaller for most of the duration.
* Charge Air Forward – Early
** BaseKnockback decreased: (12 → 11)
** BlockDamage decreased: (13 → 11)
** Angle changed: (35° → 38°)
   
   


Special Neutral
* Charge Air Forward – Late
** BaseKnockback decreased: (11 → 10)
** Damage decreased: (13 → 11)
** BlockDamage decreased: (13 → 10)
** Angle changed: (43° → 44°)


Travel speed increased from 8 to 9 from air and 10 to 11 on ground
* Charge Air Up – Base
** BaseKnockback decreased: (18 → 14)
** Angle changed: (63° → 65°)
   
   


<big>'''ROCKO'''</big>
* Charge Air Up – Late
General:
** BaseKnockback decreased: (17 → 12)
** KnockbackGain increased: (14 → 17)


Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.
* Charge Air Up – Wave
** BaseKnockback decreased: (16.25 → 13)
** KnockbackGain increased: (14 → 16)
   
   


Following moves can now reverse hit:
* Charge Air Down
** Start Up From 6 to 8 Frames
** Impulse reduced on the last frames on release
** +2 recovery frames


Charge Down
* Charge Down – Clean
Charge Up
** BaseKnockback decreased: (15 → 11)
Light Forward
** KnockbackGain increased: (19 → 24)
Light Neutral
** Angle changed: (68° → 65°)
   
   


Charge Air Forward Sweet Spot
* Charge Down – Late
** BaseKnockback decreased: (13 → 10.5)
** KnockbackGain increased: (18 → 24)
** Angle changed: (52° → 50°)


BaseKnockback increased: (11 12.5)
* Charge Forward – Base
KnockbackGain increased: (14.5 16.6)
** BaseKnockback decreased: (12 9)
BlockDamage decreased: (15 13)
** KnockbackGain increased: (18 → 23.2)
** BlockPush decreased: (1 0.8)
** Angle changed: (42° 43°)
   
   


Charge Air Forward
* Charge Forward – Middle
** BaseKnockback decreased: (12.6 → 10)
** KnockbackGain increased: (19.8 → 24.4)
** BlockPush decreased: (1.2 → 1)


BaseKnockback increased: (10 → 11.5)
* Charge Forward – Tip
KnockbackGain increased: (12 12.2)
** BaseKnockback decreased: (15.6 → 11)
** KnockbackGain increased: (19 → 25.6)
** BlockPush decreased: (1.4 1.2)
   
   


Charge Air Up
* Charge Up – Base
** BaseKnockback increased: (13.2 → 14)
** KnockbackGain increased: (15.6 → 21.3)
** Angle changed: (70° → 80°)


BaseKnockback increased: (13.5 14)
* Charge Up – Middle
KnockbackGain decreased: (15.5 14)
** BaseKnockback increased: (14 15)
** KnockbackGain increased: (18 → 22.3)
** Angle changed: (71° 80°)
   
   


Charge Down Air
* Charge Up Tip
** KnockbackGain increased: (18 → 23.5)
** Angle changed: (71° → 80°)


BaseKnockback increased: (1 → 10)
* Light Air Back – Clean Base
KnockbackGain increased: (1 → 10)
** BaseKnockback decreased: (14 → 10.3)
BlockPush increased: (1 1.6)
** KnockbackGain increased: (19 22.7)
BlockStun increased: (1 → 16)
HitlagBaseOnHit increased: (1 → 24)
HitlagBaseOnBlock increased: (1 → 24)
InstigatorAdvantageOnHit decreased: (1 → 0)
InstigatorAdvantageOnBlock decreased: (1 → 0)
AttackMultiplierType added: ChargeAttack
AttackMultiplierType added: SlimeAttack
AttackType changed: (Light → Charge)
CanRedirectProjectiles toggle enabled
Damage increased: (1 → 15)
BlockDamage increased: (1 → 25)
Angle changed: (0° → -45°)
OnlyHitAirboneTarget toggle enabled
   
   


Charge Down
* Light Air Back – Clean Tip
** BaseKnockback decreased: (13 → 8.9)
** KnockbackGain increased: (19 → 23.2)


BaseKnockback decreased: (13.25 → 12)
* Light Air Back – Late Base
KnockbackGain increased: (18 25.3)
** BaseKnockback decreased: (9 → 7.9)
Angle changed: (45° → -45°)
** KnockbackGain increased: (10 11.2)
OnlyHitGroundTarget toggle enabled
Air hit is now weaker
   
   


Charge Forward Sweet Spot
* Light Air Back – Late Tip
 
** BaseKnockback decreased: (9 8.65)
BaseKnockback decreased: (15 10.5)
** KnockbackGain increased: (13 13.4)
KnockbackGain increased: (17.5 23.5)
   
   


Charge Forward
* Light Air Down
** Landing lag (10 → 11)


BaseKnockback decreased: (10 9.5)
* Light Air Down – Left
KnockbackGain increased: (17.5 22.5)
** BaseKnockback decreased: (12 8.4)
** KnockbackGain increased: (8 11.8)
** Reversible
   
   


Charge Up
* Light Air Down – Right
** BaseKnockback decreased: (12 → 8.4)
** KnockbackGain increased: (8 → 11.8)
** Reversible


BaseKnockback decreased: (17 14)
* Light Air Forward – Clean
KnockbackGain increased: (12 → 21.3)
** BaseKnockback decreased: (15 13)
Damage increased: (11 14)
** KnockbackGain increased: (19 → 21)
BlockDamage increased: (11 12)
** Hitlag Base Hit decreased: (30 → 25)
** HitlagBaseOnBlock increased: (24 25)
** InstigatorAdvantageOnHit increased: (0 4)
   
   


Light Air Back
* Light Air Forward – Late
** BaseKnockback decreased: (12 → 10.3)
** KnockbackGain increased: (13.2 → 14.85)


BaseKnockback decreased: (14 7)
* Light Air Neutral – Kick
KnockbackGain increased: (12.5 → 19.5)
** BaseKnockback decreased: (10 6.2)
** KnockbackGain increased: (2 → 5.9)
   
   


Light Air Down
* Light Air Neutral – Punch
** BaseKnockback decreased: (12 → 8.7)
** KnockbackGain increased: (18 → 21.5)


DirectionalInfluenceMultiplier increased: (1 1.5)
* Light Air Up – Clean
SmashDirectionalInfluenceMultiplier increased: (1 1.5)
** BaseKnockback decreased: (15 9.7)
Angle changed: (300° → -60°)
** KnockbackGain increased: (12.6 18.2)
   
   


Light Air Forward
* Light Air Up – Late
** BaseKnockback decreased: (10 → 6.2)
** KnockbackGain increased: (6 → 9.7)


KnockbackGain increased: (15 16)
* Light Down – Clean
** BaseKnockback decreased: (10 → 8.1)
** KnockbackGain increased: (16 17.2)
** BlockStun decreased: (11 → 8)
** Angle changed: (78.9° → 76.5°)
   
   


Light Air Neutral Back
* Light Down Early
 
** BaseKnockback decreased: (11 → 8.3)
KnockbackGain increased: (13 14)
** KnockbackGain increased: (10 → 12.7)
** Angle changed: (69.4° 58°)
   
   


Light Air Neutral Sweetspot
* Light Down Late
 
** BaseKnockback decreased: (8 6.8)
BaseKnockback decreased: (12 → 8)
** KnockbackGain increased: (9 → 10.4)
KnockbackGain increased: (13.5 17.5)
** Angle changed: (61.45°)
   
   


Light Air Up Finisher
* Light Forward – Body
 
** BaseKnockback decreased: (10 → 7.5)
KnockbackGain increased: (13 → 16.5)
** KnockbackGain increased: (14 → 16)
** Damage decreased: (11 → 10)
** BlockDamage decreased: (11 → 10)
   
   


Light Down
* Light Forward – Hand
 
** BaseKnockback decreased: (15 9)
BaseKnockback decreased: (11 8)
** KnockbackGain increased: (15 19.8)
KnockbackGain increased: (10 13)
   
   


Light Forward
* Light Up – Base Ground
 
** BaseKnockback decreased: (10 → 8.6)
BaseKnockback decreased: (10.5 7.5)
** KnockbackGain increased: (14 → 15.5)
KnockbackGain increased: (13 → 15)
   
   


Light Up
* Light Up – Tip Ground
 
** BaseKnockback decreased: (9.5 → 8.6)
BaseKnockback decreased: (12.5 → 10.5)
** KnockbackGain increased: (16 17)
KnockbackGain increased: (12 14)
   
   


Rocko
* Special Forward
 
** Land cancel ground friction increased
If Spunky is on top of the jackhammer, you can call him in order to change direction.
** Grounded Version from 60 to 40 X velocity
** Air Version X Velocity decreased: (40 → 30)
** No longer cancellable while airborne.
   
   


<big>'''ANGRY BEAVERS'''</big>
* Special Forward
Following moves can now reverse hit:
** Autocancel landing side special without recovery fixed.
 
Light Air Back (Dagget and Norbert)
Light Finisher (Norbert)
   
   


Dagget
* Special Up
 
** Gertie now takes more time to reel in after grabbing the ledge, more punishable
** After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
** You can define the direction, to go after reeling in, out of stage, straight up and into stage
   
   


Charge Air Up – Back
<big>'''INVADER ZIM'''</big>
 
* General:
KnockbackGain increased: (12 → 14)
** Zim Taunt is now cancellable on frame 8
   
   


Charge Air Up – Rising
* GIR Changes:
 
** You can now explode GIR with Taunt, a hitbox was added to this explosion.
BaseKnockback increased: (12 15)
** GIR respawns faster if it’s exploded by the player.
KnockbackGain increased: (14 16,8)
** GIR regular health increased: (6 9), Slime version health increased: (12 15)
Angle changed: (78° → 80°)
** While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.
   
   


Charge Air Forward
* Charge Air Down – Moose
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
** BlockDamage increased: (10 → 11)


On Hit Cancel moved from 33 to 36
* Charge Air Forward – Sweetspot
** BaseKnockback decreased: (17 → 14.5)
** KnockbackGain increased: (19 → 19.6)
** BlockDamage decreased: (16 → 15)
   
   


Charge Down Center
* Charge Air Forward Weak
** BlockDamage increased: (9 → 10)


Angle changed: (90° 89°)
* Charge Air Forward
** BaseKnockback decreased: (16 14.5)
** Damage decreased: (20 → 18)
** BlockDamage decreased: (16 → 14)
   
   


Charge Down Last Hit
* Charge Air Up Explosion
** BaseKnockback decreased: (14 → 13)
** KnockbackGain increased: (10 → 17.4)
** Angle changed: (45° → 70°)


BaseKnockback decreased: (11,5 → 10,5)
* Charge Down – Gnome Slide
KnockbackGain increased: (18 23,4)
** BaseKnockback decreased: (11 → 10.5)
** KnockbackGain increased: (17 20)
   
   


Charge Forward Clean
* Charge Down Swing
** BaseKnockback decreased: (11.5 → 11)
** KnockbackGain increased: (18 → 22.3)


BaseKnockback increased: (10 → 11)
* Charge Forward – Final
KnockbackGain increased: (19 → 23,8)
** BaseKnockback decreased: (15 → 11.3)
BlockDamage increased: (11 → 12)
** KnockbackGain increased: (19 → 24)
   
   


Charge Forward – Late
* Charge Up
** Can now reverse hit.


KnockbackGain increased: (8 11)
* Charge Up – Point Blank
** BaseKnockback increased: (12 → 16)
** KnockbackGain increased: (20 → 22.2)
** Priority changed: (Medium → High)
** Angle changed: (55° 60°)
   
   


Charge Up Clean
* Light Air Back Sweetspot
** BaseKnockback decreased: (15 → 11)
** KnockbackGain increased: (17 → 21.4)


BaseKnockback decreased: (13 12)
* Light Air Back
KnockbackGain decreased: (20,5 → 19,1)
** BaseKnockback decreased: (12 9)
Angle changed: (80° → 85°)
** KnockbackGain increased: (16 → 19)
   
   


Light Air Back Final
* Light Air Down Late
** BaseKnockback decreased: (11 → 6.8)
** KnockbackGain increased: (7 → 11.5)


BaseKnockback decreased: (8,75 → 6,75)
* Light Air Down
KnockbackGain increased: (12 15)
** BaseKnockback decreased: (10.5 → 8.2)
** KnockbackGain increased: (9 11.6)
   
   


Light Air Down End
* Light Air Forward Tip
** BaseKnockback decreased: (13 → 9.3)
** KnockbackGain increased: (13.5 → 17.5)


BaseKnockback decreased: (7,5 → 6)
* Light Air Forward
KnockbackGain increased: (10 12,5)
** BaseKnockback decreased: (11 → 7.8)
** KnockbackGain increased: (14 17.5)
   
   


Light Air Down
* Light Air Neutral – Finisher
** KnockbackGain increased: (13 → 14)


BaseKnockback decreased: (7,5 5,8)
* Light Air Neutral – Penultimate
KnockbackGain increased: (10 → 13)
** BaseKnockback decreased: (11 → 8.3)
** KnockbackGain increased: (10 → 12.85)
   
   


Light Air Forward
* Light Air Up – Launch
** BaseKnockback decreased: (12.02 → 8.4)
** KnockbackGain increased: (10 → 14.3)


BaseKnockback decreased: (8,56 7,56)
* Light Air Up – Pull
KnockbackGain increased: (9,85 12,95)
** BaseKnockback decreased: (9 6)
BlockDamage decreased: (11 → 8)
** KnockbackGain increased: (4 7)
   
   


Light Air Neutral – Late
* Light Down – Late
** BaseKnockback decreased: (10 → 6)
** KnockbackGain increased: (8 → 12)


BaseKnockback decreased: (7,5 → 5,5)
* Light Down
KnockbackGain increased: (11 13)
** BaseKnockback decreased: (10 → 7.8)
** KnockbackGain increased: (15 17.5)
   
   


Light Air Neutral
* Light Forward – 2nd Late
** BaseKnockback decreased: (10 → 7.2)
** KnockbackGain increased: (9 → 11.9)


BaseKnockback decreased: (8 → 6)
* Light Forward – 2nd
KnockbackGain increased: (14 → 16)
** BaseKnockback decreased: (12 → 8.3)
** KnockbackGain increased: (13 → 16.8)
   
   


Light Air Up Falling
* Light Forward Late
** BaseKnockback decreased: (7 → 5.9)
** KnockbackGain increased: (3 → 5)


BaseKnockback decreased: (8 → 5,5)
* Light Forward
KnockbackGain increased: (10 14,5)
** BaseKnockback decreased: (8 → 6.58)
** KnockbackGain increased: (3 16.75)
   
   


Light Air Up Rising
* Light Neutral Finisher
 
** BaseKnockback decreased: (12 8.3)
BaseKnockback decreased: (10 6)
** KnockbackGain increased: (14 18)
KnockbackGain increased: (10 15)
   
   


Light Air Up
* Light Up – Weak
 
** BaseKnockback decreased: (9 7.5)
BaseKnockback decreased: (6 → 5)
** KnockbackGain increased: (8 → 10.5)
KnockbackGain increased: (10 → 11)
   
   


Light Down
* Light Up
** BaseKnockback decreased: (18 → 9.5)
** KnockbackGain increased: (7.8 → 17)


HitStunMinimum increased: (1 → 15)
* Special up Girless
** Now Girless Up B grabs the ledge easier and has more impulse than before
   
   


Light Finisher
* Special Down Bomb
** Bomb Physics where slightly changed
** If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
** Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
** Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special


BaseKnockback decreased: (8 → 6)
* Gir
KnockbackGain increased: (12 → 16,5)
** You can now explode Gir while using taunt, it has a hitbox and also respawns faster
** If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.
   
   


Light Forward – Bite
<big>'''REPTAR'''</big>
* General
** Weight decreased: (1.21 → 1.18)
** Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.


KnockbackGain increased: (12,5 → 14,75)
* Charge Air Down
HitStunMinimum increased: (1 → 19)
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
   
   


Light Forward
* Charge Air Forward – Fire
** BaseKnockback decreased: (15 → 13)
** KnockbackGain increased: (16 → 18)


BlockDamage increased: (9 10)
* Charge Air Forward
** BaseKnockback decreased: (14 → 11,5)
** KnockbackGain increased: (14,5 17,7)
   
   


Light Up
* Charge Air Up – Fire
** BaseKnockback decreased: (20 → 16)
** KnockbackGain increased: (9 → 18,5)
** Hitlag Base Hit increased: (0 → 9)
** HitlagBaseOnBlock increased: (0 → 9)
** BlockDamage decreased: (16 → 15)
** Angle changed: (80° → 70°)


BaseKnockback decreased: (12 11)
* Charge Air Up – Head
KnockbackGain increased: (14 → 17)
** BaseKnockback increased: (15 16)
HitStunMinimum increased: (1 11)
** KnockbackGain increased: (13 → 18,5)
** BlockDamage decreased: (16 → 14)
** Angle changed: (80° 70°)
   
   


Special Up Finisher
* Charge Down Shockwave
** BaseKnockback decreased: (12 → 11,5)
** KnockbackGain increased: (21 → 23,3)


BlockPush decreased: (1,2 0,8)
* Charge Down – Stomp
** BaseKnockback increased: (11 13)
** KnockbackGain increased: (10 → 20)
   
   


Special Up – Multi Hit
* Charge Forward
** BaseKnockback decreased: (18 → 11,5)
** KnockbackGain increased: (15,5 → 25)


BlockPush decreased: (1 0,2)
* Charge Up – Fire
** BaseKnockback decreased: (18 14)
** KnockbackGain increased: (12 → 21,3)
** Angle changed: (85° → 80°)
   
   


Norbert
* Charge Up – Head
** KnockbackGain increased: (18 → 21,3)
** Angle changed: (75° → 80°)


* Light Air Down
** DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
   
   


Charge Air Down – Tip
* Light Air Forward – Tip
** BlockStun increased: (11 → 12)


DirectionalInfluenceMultiplier increased: (1 1,5)
* Light Air Forward
SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
** BlockStun increased: (10 11)
** Landing recovery increased from 12 frames to 13.
   
   


Charge Air Forward Tip
* Light Air Neutral 2nd
 
** KnockbackGain increased: (10 → 12)
KnockbackGain increased: (12 → 14)
   
   


Charge Air Forward
* Light Air Neutral
 
** KnockbackGain increased: (15 16)
BaseKnockback increased: (8 8,5)
   
   


Charge Air Up
* Light Air Up – Top
 
** BlockPush decreased: (1,75 1,45)
BaseKnockback decreased: (16 15)
** Angle changed: (85° 82°)
KnockbackGain increased: (13 16,8)
   
   


Charge Down
* Light Air Back
 
** Landing recovery increased from 14 frames to 15
KnockbackGain increased: (17 → 23)
   
   


Charge Forward – Clean
* Light Air Up
 
** BlockPush decreased: (1,75 1,3)
KnockbackGain increased: (19 24,05)
   
   


Charge Forward – Late
* Light Forward
** BaseKnockback decreased: (13 → 12)
** KnockbackGain increased: (16 → 17)


BaseKnockback increased: (10 → 10,5)
* Special Forward
KnockbackGain increased: (17 → 21)
** No longer costs fire on hit.
Charge Up
** Ex version now always applies the burn.


Total duration increased from 39 frames to 40
* Special Down – No Fire Air
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
   
   


Charge Up 3rd
* Special Forward Down
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


KnockbackGain increased: (18 18,1)
* Special Up – Land
** BlockPush decreased: (2 0,1)
   
   


Light Air Back – Final
* Special Up
** Hitbox is now larger on the first few frames and smaller for most of the duration.


BaseKnockback decreased: (8,6 → 6,6)
* Special Neutral
KnockbackGain increased: (6,25 → 9,65)
** Travel speed increased from 8 to 9 from air and 10 to 11 on ground
Angle changed: (55° → 125°)
   
   


Light Air Down – Inner
<big>'''ROCKO'''</big>
* General:
** Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.


BaseKnockback decreased: (7,5 → 6,5)
* Following moves can now reverse hit:
KnockbackGain increased: (10 → 13,5)
** Charge Down
** Charge Up
** Light Forward
** Light Neutral
   
   


Light Air Down – Tip
* Charge Air Forward Sweet Spot
** BaseKnockback increased: (11 → 12.5)
** KnockbackGain increased: (14.5 → 16.6)
** BlockDamage decreased: (15 → 13)


DirectionalInfluenceMultiplier increased: (1 1,5)
* Charge Air Forward
SmashDirectionalInfluenceMultiplier increased: (1 1,5)
** BaseKnockback increased: (10 11.5)
** KnockbackGain increased: (12 12.2)
   
   


Light Air Down
* Charge Air Up
 
** BaseKnockback increased: (13.5 14)
BaseKnockback decreased: (8 6)
** KnockbackGain decreased: (15.5 14)
KnockbackGain increased: (9 11)
   
   


Light Air Forward – Center
* Charge Down – Air
 
** BaseKnockback increased: (1 → 10)
BaseKnockback decreased: (7 6,5)
** KnockbackGain increased: (1 → 10)
KnockbackGain increased: (9,25 14,5)
** BlockPush increased: (1 → 1.6)
HitStunMinimum increased: (1 → 5)
** BlockStun increased: (1 → 16)
** HitlagBaseOnHit increased: (1 → 24)
** HitlagBaseOnBlock increased: (1 → 24)
** InstigatorAdvantageOnHit decreased: (1 → 0)
** InstigatorAdvantageOnBlock decreased: (1 0)
** AttackMultiplierType added: ChargeAttack
** AttackMultiplierType added: SlimeAttack
** AttackType changed: (Light → Charge)
** CanRedirectProjectiles toggle enabled
** Damage increased: (1 15)
** BlockDamage increased: (1 → 25)
** Angle changed: (0° → -45°)
** OnlyHitAirboneTarget toggle enabled
   
   


Light Air Forward – Tip
* Charge Down
 
** BaseKnockback decreased: (13.25 12)
BaseKnockback decreased: (9,4 8,4)
** KnockbackGain increased: (18 25.3)
KnockbackGain increased: (12 14)
** Angle changed: (45° -45°)
HitStunMinimum increased: (1 → 5)
** OnlyHitGroundTarget toggle enabled
Angle changed: (67° 65°)
** Air hit is now weaker
   
   


Light Air Forward
* Charge Forward Sweet Spot
 
** BaseKnockback decreased: (15 10.5)
BaseKnockback decreased: (5 4,5)
** KnockbackGain increased: (17.5 23.5)
KnockbackGain increased: (8,8 12)
   
   


Light Air Neutral – Early
* Charge Forward
 
** BaseKnockback decreased: (10 9.5)
BaseKnockback decreased: (8 6)
** KnockbackGain increased: (17.5 22.5)
KnockbackGain increased: (14 16,5)
   
   


Light Air Neutral – Late
* Charge Up
 
** BaseKnockback decreased: (17 14)
BaseKnockback decreased: (7,5 5,5)
** KnockbackGain increased: (12 → 21.3)
KnockbackGain increased: (11 → 15)
** Damage increased: (11 → 14)
** BlockDamage increased: (11 → 12)
   
   


Light Air Up – Center
* Light Air Back
 
** BaseKnockback decreased: (14 → 7)
BaseKnockback decreased: (9 → 8)
** KnockbackGain increased: (12.5 → 19.5)
KnockbackGain increased: (7,5 → 13,5)
   
 
 
* Light Air Down
Light Air Up – Close
** DirectionalInfluenceMultiplier increased: (1 → 1.5)
 
** SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
KnockbackGain increased: (7,5 → 12,5)
** Angle changed: (300° → -60°)
   
 
 
Light Air Up – Tip
* Light Air Forward
 
** KnockbackGain increased: (15 → 16)
BaseKnockback increased: (12 → 12,5)
KnockbackGain increased: (9 → 14,75)
 
   
* Light Air Neutral – Back
 
** KnockbackGain increased: (13 → 14)
Light Down
 
 
HitStunMinimum increased: (1 → 15)
* Light Air Neutral – Sweetspot
   
** BaseKnockback decreased: (12 → 8)
 
** KnockbackGain increased: (13.5 → 17.5)
Light Finisher
 
 
BaseKnockback decreased: (8 → 6)
* Light Air Up Finisher
KnockbackGain increased: (12 → 15,5)
** KnockbackGain increased: (13 → 16.5)
   
 
 
Light Forward – Bite
* Light Down
 
** BaseKnockback decreased: (11 → 8)
KnockbackGain increased: (12,5 → 14,75)
** KnockbackGain increased: (10 → 13)
HitStunMinimum increased: (1 → 19)
   
 
 
* Light Forward
Light Forward
** BaseKnockback decreased: (10.5 → 7.5)
 
** KnockbackGain increased: (13 → 15)
BlockDamage increased: (9 → 10)
   
 
 
* Light Up
Light Up – Late
** BaseKnockback decreased: (12.5 → 10.5)
 
** KnockbackGain increased: (12 → 14)
BaseKnockback decreased: (14 → 12)
KnockbackGain increased: (15 → 17)
 
HitStunMinimum increased: (1 → 18)
* Rocko
   
** If Spunky is on top of the jackhammer, you can call him in order to change direction.
 
Light Up
 
 
<big>'''ANGRY BEAVERS'''</big>
BaseKnockback decreased: (14 → 12)
* Following moves can now reverse hit:
KnockbackGain increased: (12 → 15)
** Light Air Back (Dagget and Norbert)
HitStunMinimum increased: (1 → 18)
** Light Finisher (Norbert)
   
 
 
Special Up – Clean
'''Dagget'''
 
KnockbackGain increased: (17,5 → 23)
 
BlockDamage decreased: (12 → 11)
* Charge Air Up – Back
 
** KnockbackGain increased: (12 → 14)
 
----
 
 
* Charge Air Up – Rising
== November 17, 2023 | 1.2 ==
** BaseKnockback increased: (12 → 15)
https://nickelodeonallstarbrawl.com/update-1-2-now-live-on-steam-sony-and-xbox/
** KnockbackGain increased: (14 → 16,8)
 
** Angle changed: (78° → 80°)
<big>'''GENERAL'''</big>
* General improvements on loading times for Switch
 
* Switch – Performance improvements
* Charge Air Forward
* Tweaks on ultimates against mobs in campaign mode.
** On Hit Cancel moved from 33 to 36
* Training Mode Triple Platform collisions tweaks
* Characters can no longer slip off platforms without getting hit.
 
* SDI value now resets on multihits.
* Charge Down – Center
** Angle changed: (90° → 89°)
 
* Charge Down – Last Hit
** BaseKnockback decreased: (11,5 → 10,5)
** KnockbackGain increased: (18 → 23,4)
 
* Charge Forward – Clean
** BaseKnockback increased: (10 → 11)
** KnockbackGain increased: (19 → 23,8)
** BlockDamage increased: (11 → 12)
 
* Charge Forward – Late
** KnockbackGain increased: (8 → 11)
 
* Charge Up – Clean
** BaseKnockback decreased: (13 → 12)
** KnockbackGain decreased: (20,5 → 19,1)
** Angle changed: (80° → 85°)
 
* Light Air Back – Final
** BaseKnockback decreased: (8,75 → 6,75)
** KnockbackGain increased: (12 → 15)
 
* Light Air Down – End
** BaseKnockback decreased: (7,5 → 6)
** KnockbackGain increased: (10 → 12,5)
 
* Light Air Down
** BaseKnockback decreased: (7,5 → 5,8)
** KnockbackGain increased: (10 → 13)
 
* Light Air Forward
** BaseKnockback decreased: (8,56 → 7,56)
** KnockbackGain increased: (9,85 → 12,95)
** BlockDamage decreased: (11 → 8)
 
* Light Air Neutral – Late
** BaseKnockback decreased: (7,5 → 5,5)
** KnockbackGain increased: (11 → 13)
 
* Light Air Neutral
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (14 → 16)
 
* Light Air Up – Falling
** BaseKnockback decreased: (8 → 5,5)
** KnockbackGain increased: (10 → 14,5)
 
* Light Air Up – Rising
** BaseKnockback decreased: (10 → 6)
** KnockbackGain increased: (10 → 15)
 
* Light Air Up
** BaseKnockback decreased: (6 → 5)
** KnockbackGain increased: (10 → 11)
 
* Light Down
** HitStunMinimum increased: (1 → 15)
 
* Light Finisher
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (12 → 16,5)
 
* Light Forward – Bite
** KnockbackGain increased: (12,5 → 14,75)
** HitStunMinimum increased: (1 → 19)
 
* Light Forward
** BlockDamage increased: (9 → 10)
 
* Light Up
** BaseKnockback decreased: (12 → 11)
** KnockbackGain increased: (14 → 17)
** HitStunMinimum increased: (1 → 11)
 
* Special Up – Finisher
** BlockPush decreased: (1,2 → 0,8)
 
* Special Up – Multi Hit
** BlockPush decreased: (1 → 0,2)
 
'''Norbert'''
 
* Charge Air Down – Tip
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
 
* Charge Air Forward – Tip
** KnockbackGain increased: (12 → 14)
 
* Charge Air Forward
** BaseKnockback increased: (8 → 8,5)
 
* Charge Air Up
** BaseKnockback decreased: (16 → 15)
** KnockbackGain increased: (13 → 16,8)
 
* Charge Down
** KnockbackGain increased: (17 → 23)
 
* Charge Forward – Clean
** KnockbackGain increased: (19 → 24,05)
 
* Charge Forward – Late
** BaseKnockback increased: (10 → 10,5)
** KnockbackGain increased: (17 → 21)
 
 
* Charge Up
** Total duration increased from 39 frames to 40
 
* Charge Up – 3rd
** KnockbackGain increased: (18 → 18,1)
 
* Light Air Back – Final
** BaseKnockback decreased: (8,6 → 6,6)
** KnockbackGain increased: (6,25 → 9,65)
** Angle changed: (55° → 125°)
 
* Light Air Down – Inner
** BaseKnockback decreased: (7,5 → 6,5)
** KnockbackGain increased: (10 → 13,5)
 
* Light Air Down – Tip
** DirectionalInfluenceMultiplier increased: (1 → 1,5)
** SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
 
* Light Air Down
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (9 → 11)
 
* Light Air Forward – Center
** BaseKnockback decreased: (7 → 6,5)
** KnockbackGain increased: (9,25 → 14,5)
** HitStunMinimum increased: (1 → 5)
 
* Light Air Forward – Tip
** BaseKnockback decreased: (9,4 → 8,4)
** KnockbackGain increased: (12 → 14)
** HitStunMinimum increased: (1 → 5)
** Angle changed: (67° → 65°)
 
* Light Air Forward
** BaseKnockback decreased: (5 → 4,5)
** KnockbackGain increased: (8,8 → 12)
 
* Light Air Neutral – Early
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (14 → 16,5)
 
* Light Air Neutral – Late
** BaseKnockback decreased: (7,5 → 5,5)
** KnockbackGain increased: (11 → 15)
 
* Light Air Up – Center
** BaseKnockback decreased: (9 → 8)
** KnockbackGain increased: (7,5 → 13,5)
   
 
* Light Air Up – Close
** KnockbackGain increased: (7,5 → 12,5)
   
 
* Light Air Up – Tip
** BaseKnockback increased: (12 → 12,5)
** KnockbackGain increased: (9 → 14,75)
   
 
* Light Down
** HitStunMinimum increased: (1 → 15)
   
 
* Light Finisher
** BaseKnockback decreased: (8 → 6)
** KnockbackGain increased: (12 → 15,5)
   
 
* Light Forward – Bite
** KnockbackGain increased: (12,5 → 14,75)
** HitStunMinimum increased: (1 → 19)
   
 
* Light Forward
** BlockDamage increased: (9 → 10)
   
 
* Light Up – Late
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (15 → 17)
** HitStunMinimum increased: (1 → 18)
   
 
* Light Up
** BaseKnockback decreased: (14 → 12)
** KnockbackGain increased: (12 → 15)
** HitStunMinimum increased: (1 → 18)
   
 
* Special Up – Clean
** KnockbackGain increased: (17,5 → 23)
** BlockDamage decreased: (12 → 11)
 
 
----
 
 
<big>'''Undocumented Changes'''</big>
* Placeholder
 
 
----
 
 
== 1.2 | November 17, 2023 ==
https://nickelodeonallstarbrawl.com/update-1-2-now-live-on-steam-sony-and-xbox/
 
<big>'''GENERAL'''</big>
* General improvements on loading times for Switch
* Switch – Performance improvements
* Tweaks on ultimates against mobs in campaign mode.
* Training Mode Triple Platform collisions tweaks
* Characters can no longer slip off platforms without getting hit.
* SDI value now resets on multihits.
* Edge roll cancel on frame 5 was removed entirely
* Edge roll cancel on frame 5 was removed entirely
* Fixes and tweaks to reflective hitboxes.
* Fixes and tweaks to reflective hitboxes.
Line 5,140: Line 6,096:
* Fire Nair Block stun reduced from 6 to 5
* Fire Nair Block stun reduced from 6 to 5
* Fair KBG reduced from 19 to 17.5
* Fair KBG reduced from 19 to 17.5
----
<big>'''Undocumented Changes'''</big>
* Placeholder




{{Navbox-NickBrawl2}}
{{Navbox-NickBrawl2}}
[[Category:Nickelodeon All-Star Brawl 2]]
[[Category:Nickelodeon All-Star Brawl 2]]

Latest revision as of 20:17, 21 February 2025

1.13 | April 24th, 2024 | Patch 1.13

https://nickelodeonallstarbrawl.com/patch-1-13/




Undocumented Changes

  • Placeholder




1.12 | November 1st, 2024 | Iroh Release

https://nickelodeonallstarbrawl.com/patch-1-12-iroh-release/




Undocumented Changes

  • Placeholder



1.11 | July 3rd, 2024 | Rocksteady Release

https://nickelodeonallstarbrawl.com/patch-1-11-rocksteady-release/




Undocumented Changes

  • Placeholder



1.09/1.10 | June 26th, 2024 | Post-Zuko / Pre-Rocksteady Patch

https://nickelodeonallstarbrawl.com/patch-1-10-pre-rocksteady-patch/

NEW CONTENT:

  • New Squads Mode: Form a Squad by choosing your 3 favorite Brawlers and engage in a dynamic fight against your opponent’s Squad! Once a character is KOd, the next will take their place in battle!
  • New Game+: Repeat the story with all unlocked perks and cosmetics. Added an increased difficulty, stage, rule variants and new cosmetic rewards.
  • Weight reduced on the following characters (Gertie, Korra, Krabs, Patrick, Reptar, MechaPlankton)
  • Improved height at which Gun items projectiles are shot for Azula, Donatello, Ember, Gerald, Grandma Gertie, Korra, Raphael, Reptar, Squidward and Zuko.
  • Companion Bug: Fixed an issue where players were not able to control their companion while another companion was spawning for the first time. (This used to affect Jimmy+Goddard, Zim+GIR and Rocko+Spunky).

BALANCE CHANGES

Patrick

  • Weight reduced from 1.17 to 1.08.

Special Up:

  • Removed Hand Hitboxes
  • Adjusted how fast Patrick lunged to match the aerial version of the move.

Special Neutral:

  • Fixed the air stalling being consumed when performed on the ground.

Special Down:

  • There was an issue where if Patrick successfully landed a Slime Special Down, Slime Attack properties would be retained every time Patrick performed a Special Down from there on, even if it was not using slime, this was fixed.

Squidward

Special Up:

  • Adjusted hitboxes priority and reduced multihit rate.

Charge Air Down Land:

  • Fixed an issue where the collision did not reset properly.

Mecha Plankton

  • Weight reduced from 1.18 to 1.1.

Light Air Back Early:

  • BaseKnockback decreased on sweet spot: (16.7 → 15.5)
  • KnockbackGain increased on sweet spot: (13.8 → 16)
  • Damage increased on sweet spot: (13 → 14)
  • KnockbackGain increased on sour spot hit: (9.8 → 16)
  • Damage increased on sour spot hit: (9 → 10)

Light Air Neutral MultiHit:

  • Start Up Reduced
  • Improved multihit consistency

Light Finisher:

  • BaseKnockback increased: (9.5 → 11)
  • HitStunMinimum increased: (10 → 18)

Light Neutral 1 (Anti Air):

  • HitStunMinimum increased: (7 → 9)
  • Damage increased: (5 → 7)

Special Neutral:

  • Increased Air Speed and Acceleration while shooting sauce

Aang

Light Air Up:

  • BlockStun decreased: (8 → 6)

Light Air Back:

  • Slightly reduced hitboxes size

Light Air Neutral:

  • Improved multihit consistency size

Light Air Up:

  • BlockStun decreased: (8 → 6)
  • Now Reversible

Charge Air Up Finisher:

  • BlockPush decreased: (1.2 → 0.6)

Charge Air Up:

  • Decreased hitboxes and VFX
  • BaseKnockback increased: (5 → 10)
  • Improved multihit consistency
  • Increased landing lag from 15 to 17

Special Neutral Air:

  • Added landing lag frames from 0 to 12

Special Down Air:

  • Fixed an issue where Aang Special Down End state would cancel on land making it really safe on block.

Special Up:

  • Reduced momentum kept after slime canceling
  • Increased hit lag while rising both on hit and on block
  • Slightly increased startup on Dive
  • Decreased BlockPush on Dive (1 → 0.7)

Korra

  • Weight Reduced from 1.05 to 0.97

Special Forward:

  • Can no longer be held to travel further, it has been reworked to a short burst forwards
  • First actionable frame is now frame 17

Light Air Down:

  • Greatly increased the floor detection distance to spawn the Earth Bending hazard
  • Korra now has a slight impulse upwards when spawning rocks below, this is bypassed if down is still being held

Charge Air Down:

  • Fixed an issue where the airstall limit was not refreshing on land
  • Hitlag increased on hit: (6 → 16)

Charge Air Up 2:

  • Now Reversible

Light Air Forward – Fire:

  • BaseKnockback increased: (11.5 → 12.5)
  • KnockbackGain decreased: (18 → 16)

Light Air Forward:

  • BaseKnockback increased: (9 → 10)
  • KnockbackGain decreased: (17.5 → 16)
  • Angle changed: (35° → 40°)

Light Dash:

  • Improved consistency between hits

Light Dash – Projectile Finisher:

  • KnockbackGain increased: (2 → 12)
  • BlockPush decreased: (1.5 → 0.3)
  • Hitlag increased on hit: (0 → 4)
  • Hitlag increased on block: (0 → 1)

Light Down:

  • KnockbackGain decreased: (16.2 → 13.5)
  • Hitlag increased on hit: (5 → 11)
  • Hitlag increased on block: (5 → 11)
  • Hitlag increased on hit on Hazard: (3 → 16)
  • Damage decreased on Hazard: (10 → 7)
  • BlockDamage decreased on Hazard: (10 → 7)

Light Forward:

  • Hitlag increased on hit: (9 → 10)
  • Hitlag increased on block: (9 → 10)

Grab:

  • Increase the size of lower grab box to affect small characters

April

Light Air Up:

  • Now has reversible hitboxes

Special Neutral:

  • Fixed an issue where players could loop Special Up followed by Special Neutral indefinitely.

Donatello

  • Improved Special Down Counter functionality

Danny

  • Fixed a bug where Danny’s collision detection would offset after performing his Ultimate.
  • Slime Meter gain across all his attacks decreased by 20%

Light Neutral:

  • Hitboxes adjusted

Light Air Back:

  • Reduced the momentum retained after canceling the start up into other attacks.

Light Air Neutral:

  • Reduced Blockstun on Sweetspot (7 → 5) and sourspot (5 → 3).

Light Air Forward 1:

  • HitStunMinimum increased: (10 → 11)

Light Air Forward 2:

  • HitStunMinimum increased: (10 → 13)

Light Air Down – Initial Spike:

  • Hitbox radius reduced.

Light Air Down – Ice Projectile:

  • BaseKnockback increased: (7.5 → 11.5)
  • HitStunMinimum increased: (1 → 8)
  • Angle changed: (-60° → 65°)

Special Neutral:

  • Punch hitbox reduced blockstun (12 → 7).

Charge Air Forward:

  • Reduced the recovery cancel window on hit.

Jimmy Neutron

  • Fixed an issue on Charge Air Down where the bubble would disappear ahead of time
  • Changed glow on Special Forward from purple to blue, fixed an issue where the glow would not appear if the charge was full upon landing
  • Fixed visual issues while grabbing the edge
  • Jimmy can now act out of Special Up without jumping
  • Fixed an issue where the Slime version did not increase damage on Charge Up and Charge Forward

Light Neutral:

  • Adjusted hitboxes to match visuals better on Light Neutral and its variations.

Charge Down:

  • Improved consistency between hits

Ultimate Attack:

  • Fixed collision interactions with platforms on exit

Special Up:

  • Fixed an issue where Jimmy could perform 2 Special Up if the first one was on the ground.

Light Neutral and Light Air Neutral:

  • Adjusted hitboxes to better match visuals
  • Fixed hitbox blindspots on aerial and walking states.

Light Up:

  • Implemented as multihit
  • KnockbackGain decreased: (15.5 → 14.5)
  • BlockPush decreased: (0.6 → 0.2)
  • Hitlag decreased on hit: (9 → 6)
  • Hitlag decreased on block: (9 → 6)
  • Damage decreased: (8 → 3)
  • BlockDamage decreased: (8 → 3)
  • Increase the effect of DI on launch

Charge Air Up:

  • KnockbackGain decreased: (17.5 → 16)

Light Forward Sweetspot:

  • BlockPush decreased: (1.5 → 0.7)

Light Forward:

  • BlockPush decreased: (1.2 → 0.3)

Charge Air Down:

  • Hitbox size reduced

Goddard:

  • Fixed an issue where Goddard fell during Jimmy’s Ultimate.
  • Fixed an issue that caused a phantom explosion to appear after Jimmy was KOed.
  • Fixed an issue where the swirling VFX would stay during his attacks.
  • Fixed an issue where Goddard was not exploding on Block during his run state.
  • Goddard now resets debuffs if KOed.
  • Reworked Goddard’s Explosion when Jimmy Taunts, Goddard now takes 44 frames to explode, hitbox size slightly increased.
  • Fixed Right Stick input detection while using Goddard so it properly performs an action depending on the direction the stick was pressed.

Zim

  • Increased recovery distance for Special Up with and without GIR
  • Added ability to hold or tap B to briefly hover during Special Up without GIR
  • Fixed an issue where Zim and GIR would grab the opponent at the same time and cause them to lose a stock.
  • Made ExpSlowsion Bomb (Special Down Bomb) Physics slightly heavier.

Charge Air Forward:

  • Hitboxes slightly decreased.
  • Can no longer reverse hit.

Charge Air Up Charge Air Up Explosion:

  • Increased hitbox size when exploding.
  • Hitlag decreased on block: (10 → 3).

Charge Forward – Final:

  • Can no longer reverse hit

Charge Down – Gnome:

  • Increased range
  • Increase distance traveled after charging the attack

Grab Throw Forward – Bomb:

  • Can now reverse hit.

Light Air Back:

  • Damage decreased on sweet spot: (16 → 13)
  • Damage decreased on sour spot: (14 → 11)
  • BlockDamage decreased on sour spot: (12 → 11)

Light Air Down:

  • Hitlag On Hit and On Block increased: (4 → 8) Late Hit: (4 → 6)

Light Air Up:

  • Improved consistency between hits

Light Up:

  • KnockbackGain increased on sour spot: (10.5 → 15.5)
  • Damage decreased on sour spot: (8 → 5)
  • BlockDamage decreased on sour spot: (8 → 5)
  • BaseKnockback increased on sweet spot: (9.5 → 10.5)
  • Damage decreased on sweet spot: (10 → 7)
  • BlockDamage decreased on sweet spot: (9 → 7)

Gir:

  • Increased the Knockback received
  • Reduced stamina on Slime version
  • GIR now receives knockback when hit
  • Knockback received is x1.3 higher than average
  • Increased stamina to compensate

El Tigre

  • Adjusted grounded physics for Walk and Run
    • Walk speed: (1.48 → 1.28)
    • Run speed: (1.42 → 1.3)

Light Air Forward:

  • Reworked hitboxes to have a weaker hit on the last active frames.
  • KnockbackGain increased: (17 → 19)
  • BlockPush decreased: (0.6 → 0.4)
  • BlockStun decreased: (7 → 5)

Light Air Back – Sweetspot:

  • BlockPush decreased: (0.8 → 0.4)
  • BlockStun decreased: (7 → 4)
  • Can no longer be reversible

Light Air Back – Weak:

  • BlockPush decreased on sour spot: (0.5 → 0.2)
  • BlockStun decreased on sour spot: (6 → 3)
  • Can now be reversible
  • Angle changed: (145° → 35°)

Light Air Back:

  • BlockPush decreased on sweet spot: (0.8 → 0.3)
  • Can now be reversible
  • Angle changed: (140° → 40°)

Light Air Down – Air:

  • BlockPush decreased: (1.2 → 0.6)
  • BlockStun decreased: (13 → 10)

Light Air Down:

  • BaseKnockback increased: (7 → 12.5)
  • BlockPush decreased: (1.2 → 0.6)
  • BlockStun decreased: (13 → 10)
  • Sound changed: (HitPunchBig → HitStabBig)

Light Air Neutral:

  • Slightly decreased hitboxes size.
  • BlockPush decreased on sweet spot: (0.6 → 0.4)
  • BlockPush decreased on sourspot: (0.6 → 0.2)

Light Air Up:

  • Adjusted outer hitboxes to be less disjointed to the sides
  • BlockPush decreased: (0.5 → 0.4)
  • BlockStun decreased: (7 → 6)
  • Damage decreased: (12 → 10)
  • lockDamage decreased: (12 → 10)

Light Air UpSide Hits:

  • BlockPush decreased: (0.5 → 0.2)
  • BlockStun decreased: (6 → 5)

Light Down:

  • KnockbackGain increased: (9 → 13)

Light Up – Weak:

  • BlockStun decreased: (6 → 4)

Light Up:

  • BlockStun decreased: (6 → 5)

Special Neutral:

  • Fixed an issue where Special Neutral would retain a lot of upwards momentum.
  • BlockStun decreased: (6 → 4)
  • InstigatorAdvantageOnBlock decreased: (0 → -2)

Special Down:

  • Added a hitbox during startup to redirect projectiles

Special Up:

  • Added a small impulse upwards after the recovery is finished.

Garfield

  • Fixed an issue where Special Neutral would retain a lot of upwards momentum.

Angry Beavers

  • Cooldowns have been increased across the board.

Dagget

  • Adjusted Hurt boxes during Special Up and Charge Down

Charge Air Forward:

  • Limited to 1 per air time.

Norbert

Charge Air Down – Tip:

  • HitStunMinimum increased: (5 → 25)

Charge Air Down:

  • HitStunMinimum increased: (5 → 25)

Charge Air Forward – Tip:

  • HitStunMinimum increased: (5 → 50)
  • Reversible toggle disabled

Charge Air Forward:

  • BaseKnockback increased: (8.5 → 10.5)
  • KnockbackGain increased: (15 → 17)
  • HitStunMinimum increased: (0 → 50)
  • Can no longer be reversible
  • Angle changed: (51° → 43°)

Charge Down – Last:

  • Can no longer be reversible

Charge Down:

  • Can no longer be reversible.
  • Angle changed: (135° → 45°)

Charge Forward – Clean:

  • Can no longer be reversible.

Charge Forward – Late:

  • Can no longer be reversible.

Light Air Forward – Center:

  • Can no longer be reversible.

Light Air Forward – Tip:

  • Can no longer be reversible.

Light Air Forward:

  • Can no longer be reversible.

Light Air Up – Center:

  • BaseKnockback increased: (8 → 12)
  • KnockbackGain increased: (13.5 → 15)

Light Air Up – Close:

  • BaseKnockback increased: (7 → 10)
  • KnockbackGain increased: (12.5 → 15)

Light Up:

  • KnockbackGain increased: (15 → 17)
  • Angle changed: (45° → 75°)

Grab Throw Down:

  • Angle changed from -30° to 115°

Jenny

  • Reworked Slime Special Forward: Special Forward
  • Fixed Ponytails hurtbox Intangibility during Light Up

Light Forward Front:

  • BaseKnockback increased: (6.55 → 10)
  • Angle changed: (47° → 80°)

Special Down:

  • Reworked Slime Attack: now shoots a bigger single projectile diagonally downwards

Special Forward:

  • Reworked Slime Attack: no longer shoots projectiles, increased startup, greatly increased damage, knockback and block damage

Special Up:

  • Fixed an issue where Jenny was able to land on the edge while going upwards, this lead to a bug where she was unable to perform Special Up again, this has been fixed as well

Lucy Loud

Charge Forward Ghost:

  • BlockStun decreased: (4 → 2)
  • Hitlag decreased on block: (5 → 1)
  • Damage decreased: (13 → 9)
  • BlockDamage decreased: (13 → 9)
  • Total Frames increased from 48 to 56
  • Can act as soon as frame 14 on hit

Ember

Charge Air Forward:

  • Fixed BlockPush issues.

Gerald

  • Fixed an issue where Gerald was not able to perform his Skateboard Forward Special if he started Skateboarding in the air.

Special Forward:

  • Fixed an issue where Gerald was able to immediately perform grounded moves when landing during skateboard

Charge Air Up Finisher:

  • KnockbackGain decreased: (16.8 → 15.8)/span>

Grab Throw Up:

  • KnockbackGain increased: (14 → 16)/span>
  • Total frames increased from 50 frames to 64 frames./span>

Light Air Up:

  • Multihit hitstun frames are now set to a maximum of 18./span>

Light Up:

  • Added intangibility to Head hurtboxes/span>

Grandma Gertie

  • Weight Reduced from 1.03 to 0.95
  • Fixed an issue where Gertie was able to act earlier than intended on the following moves: Charge Air Forward, Charge Air Down, Charge Air Up, Light Air Back, Light Air Down, Light Air Up, Light Air Forward, Light Air Neutral.

Special Down:

  • Gertie is now able to have 2 active items out at once.
  • Gertie has a 0% chance to pull holdable items if she already has one in her hand.
  • Visual on paper when there are 2 items out has been improved.
  • Balloon movement has been changed to rise slower

Special Up:

  • Hook snap range has been increased on both normal and Slime versions.

Charge Forward:

  • Start Up Increased: (17 → 23)

Charge Down:

  • Damage decreased on sweet spot: (17 → 15)
  • Damage decreased on sour spot: (14 → 13)

Light Air Back:

  • Damage decreased on sweet spot: (14 → 12)

Light Air Down – Left:

  • Damage increased: (4 → 6)
  • BlockDamage increased: (4 → 6)

Light Air Down – Right:

  • Damage increased: (4 → 6)
  • BlockDamage increased: (4 → 6)

Light Air Forward:

  • Damage decreased on sweet spot: (18 → 16)
  • BlockDamage decreased on sweet spot: (18 → 16)

Light Air Up:

  • BaseKnockback increased on sweet spot: (9.7 → 11.7)
  • KnockbackGain decreased on sweet spot: (18.2 → 17.2)
  • Damage decreased on sweet spot: (11 → 10)
  • BlockDamage decreased on sweet spot: (11 → 10)

Light Forward:

  • Damage decreased on sour spot: (10 → 9)
  • BlockDamage decreased on our spot: (10 → 9)
  • Damage decreased on sweet spot: (13 → 12)
  • BlockDamage decreased on sweet spot: (13 → 12)

Light Up – Base Air:

  • BaseKnockback increased: (5 → 8.6)
  • KnockbackGain increased: (12 → 15.5)
  • Damage decreased: (11 → 9)
  • BlockDamage decreased: (11 → 9)
  • Angle changed: (-85° → 65.01°)

Light Up – Base Ground:

  • Damage decreased: (11 → 9)
  • BlockDamage decreased: (11 → 9)

Light Up – Tip Air:

  • Damage decreased: (13 → 11)
  • BlockDamage decreased: (13 → 11)

Light Up – Tip Ground:

  • Damage decreased: (13 → 11)
  • BlockDamage decreased: (13 → 11)

Mr. Krabs

  • Weight Reduced from 1.13 to 1.04
  • Fixed visual issues when affected by Cheese status effect
  • General Speed at Level 1 increased
  • General Speed at Level 3 decreased

Grab:

  • Start up decreased

Light Air Forward:

  • VFX adjusted

Light Air Back Strong:

  • KnockbackGain increased: (14.2 → 17)
  • Hitlag increased on hit: (11 → 13)
  • Hitlag decreased on block: (9 → 8)

Light Air Back Weak:

  • BaseKnockback increased: (14.5 → 15)
  • KnockbackGain increased: (10.2 → 15.5)
  • Hitlag increased on hit: (7 → 8)

Light Air Neutral:

  • Added Intangibility on the claw hurtbox.

Light Down:

  • Added Intangibility on the claw hurtbox.

Light Up:

  • Added Intangibility on the claw hurtbox.

Charge Down:

  • Added Intangibility on the claw hurtbox.

Charge Up:

  • KnockbackGain increased on finisher: (15.5 → 17.8).

Special Forward:

  • Can no longer perform follow ups on Block.

Zuko

  • Fixed an issue where Zuko would get stuck in tumble longer than other characters after being block pushed.

Light Neutral:

  • Improved consistency between hits.

Light Forward:

  • Improved consistency between hits.

Special Air Neutral:

  • Fixed a bug where hitboxes would deactivate during the aerial Slime version of the attack.

Light Air Up:

  • Fixed an issue where Light Air Up was reflecting projectiles which was not intended.

Charge Air Up:

  • Angle changed: (90° → 78°).
  • Improved multihit consistency.

Light Air Forward:

  • BaseKnockback increased: (10 → 11)
  • KnockbackGain increased: (13 → 14)
  • Angle changed: (70° → 72°)

Light Air Neutral Sour – Fire:

  • KnockbackGain decreased on sour spot: (10 → 8)
  • Angle changed: (45° → 38°)

Light Air Neutral Sour:

  • KnockbackGain decreased on sour spot: (10 → 8)
  • Angle changed: (45° → 38°)

Light Air Up:

  • BaseKnockback decreased: (8 → 7)
  • InstigatorAdvantageOnHit increased: (0 → 2)

Light Finisher:

  • BaseKnockback increased: (11 → 13)

Light Up:

  • BaseKnockback increased: (11 → 13)
  • KnockbackGain decreased: (18 → 17)
  • Angle changed: (80° → 90°)

Special Forward:

  • BaseKnockback increased: (8.7 → 13)
  • KnockbackGain decreased: (10 → 8)
  • Angle changed: (50° → 80°)

Special Neutral Slime:

  • BaseKnockback increased: (22 → 27)
  • KnockbackGain increased: (17.5 → 22.5)

Special Neutral:

  • KnockbackGain increased: (19.5 → 22.5)
  • StatusEffect added: Burn

Sword Launched:

  • Can now be reversible

Throw Up:

  • BaseKnockback decreased: (15.5 → 13.5)


Undocumented Changes

  • Placeholder



1.8 | April 24th, 2024 | Zuko Now Available

https://nickelodeonallstarbrawl.com/update-1-8-zuko-now-available/


  • NEW CHARACTER ADDED: ZUKO!
  • Fixed Get Up In Place state for Gertie, Angry Beavers and April to match the length of the other characters.
  • Fixed a slowdown animation problem for Rebound state after Grab Hold.
  • Fixed Visualization options in Training.


BALANCE CHANGES

REN & STIMPY

  • Fixed hitbox priority on Charge Air Up so Sweetspot does come out first instead of last.


KORRA

  • Fixed a visual issue on the Grab Hold VFX.


NIGEL

  • Fixed an issue where Nigel would clip on the ground during his Charge Air Down animation.


MR. KRABS

  • Added Invincibility to all Throw attack states.
  • Increased Knockback gain for Charge Down.




Undocumented Changes

  • Placeholder




1.7 | March 1st, 2024 | Rotation Mode, New Stage Layouts, Items and More

https://nickelodeonallstarbrawl.com/update-1-7-rotation-mode-new-stage-layouts-items-and-more/


NEW CONTENT

  • New Game Mode – Rotation: 3 to 4 players can play in a King of the Hill 1v1 style of gameplay, where anytime a player is KO’d it goes to the waiting list, and the next player enters the fight. All seamless during the match. It can be played with Stocks or Timed variants.
  • New Stage: Added Clean, Double, and Triangle layouts for Food Dreams.


New Campaign power-up pack!

  • Ring of Rage and Crown of Fire: When both are obtained, all attacks ignore Block and Super Armor.
  • The Secret Formula and Krabby Patty Ingredients: When both are obtained it enables the chance for The Perfect Krabby Patty to appear.
  • The Perfect Krabby Patty: Ignores debuffs and a % of damage.


New items!

  • Jellyfish Jelly: Throw to spawn 3 jellyfish that try to shock your nearest opponent until they disappear.
  • Fenton Thermos: Throw the thermos and watch how ghosts appear to haunt your opponents.
  • Electrified Glove: Grab it to stun your opponents on your next hit.
  • Lawn Gnome: Throw the gnome and watch it follow you as it creates an electrical field in between you and him, electrifying opponents.
  • Ultra Snowzooka: Grab and shoot different sized snowballs depending on how long you hold the Light Attack button.


BUG FIXES

  • Fixed an issue where Projectiles and Items hitboxes would trade against character hitboxes where they were supposed to be destroyed instead.
  • Fixed an issue where Projectiles got stuck on platforms as they traveled through them.
  • Fixed an issue where the match would softlock if a player taunted with a certain timing during the “Finish!” screen.
  • Fixed an issue where GIR was crashing the game shortly after being deployed.


GENERAL

  • Reduced attacks clank damage range from 7 to 3.


BALANCE CHANGES

PATRICK

Special Up

  • Decreased the amount of momentum retained after edge canceling Special Up to half his speed.


SQUIDWARD

Special Up

  • Improved multi-hit consistency into the finisher.


MECHA PLANKTON

Light Air Up

  • Improved multi-hit consistency.


EL TIGRE

Light Air Forward

  • KnockbackGain decreased: (17,45 → 17)


ROCKO

Special Neutral Spunky

  • Increased cooldown from 2s to 2.9s

Charge Air Down

  • Damage decreased: (10 → 7)


LUCY

Charge Forward Ghost

  • Damage increased: (8 → 13)
  • BlockDamage increased: (8 → 13)


DAGGET

Light Air Back – Final

  • Angle changed: (45° → 135°)

Light Air Neutral – Late

  • KnockbackGain decreased: (13 → 11)

Light Air Neutral

  • KnockbackGain decreased: (16 → 13.5)

Light Air Up

  • Reworked Light Air Up hitboxes priority and position.

Light Air Up – Falling

  • KnockbackGain decreased: (14.5 → 11.5)
  • Damage decreased: (6 → 4)
  • BlockDamage decreased: (6 → 4)
  • Angle changed: (130° → 45°)

Light Air Up – Rising

  • BaseKnockback increased: (6 → 11)
  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)


AANG

Light Air Up Late

  • KnockbackGain increased: (10 → 12)

Light Air Up

  • KnockbackGain increased: (10 → 13)


KORRA

Special Up Ground

  • Increased knockback gain on the initial hit box and adjusted the angle


AZULA

Special Neutral Fireball

  • Damage increased: (8 → 9)
  • BlockDamage increased: (8 → 9)


RAPHAEL

Light Air Neutral – Autolink

  • HitStunMinimum increased: (11 → 13)

Special Neutral Shuriken Slime

  • Damage decreased: (6 → 5)
  • BlockDamage decreased: (6 → 5)


DONATELLO

Charge Forward 1 and 2

  • Reworked hitboxes to match visuals better and for more consistency on the hammer hit

Charge Forward – Reverse

  • KnockbackGain decreased: (25.8 → 23)
  • BlockStun decreased: (15 → 8)

Charge Forward

  • BaseKnockback increased: (10 → 13.5)
  • BlockStun increased: (8 → 10)
  • HitlagOnHit increased: (7 → 20)
  • HitlagBaseOnBlock increased: (14 → 20)

Charge Air Forward

  • HitlagBaseOnHit increased: (6 → 16)
  • HitlagBaseOnBlock increased: (6 → 16)


APRIL

Light Air Up

  • Reworked hit boxes to improve consistency of the multi hit.


DANNY

Light Down

  • Decreased range of attack

Special Up

  • Increased landing lag


EMBER

Charge Air Forward

  • Reworked hitboxes so only the tip of her hair pulls opponents inwards and the rest of hitboxes send opponents outwards.

Charge Air Up

  • Decreased hitboxes size

Light Up

  • Improved multi-hit consistency.


GRANDMA GERTIE

Light Air Back – Clean Base

  • BlockPush decreased: (1.2 → 0.7)

Light Air Back – Clean Tip

  • BlockPush decreased: (1.2 → 0.8)

Light Air Back – Late Base

  • BlockPush decreased: (0.95 → 0.5)

Light Air Back – Late Tip

  • BlockPush decreased: (0.95 → 0.5)

Light Air Neutral – Kick Autolink

  • BlockPush decreased: (0.8 → 0.5)

Light Air Neutral – Kick

  • BlockPush decreased: (0.8 → 0.6)

Light Air Neutral – Punch

  • BlockPush decreased: (0.8 → 0.6)

Light Air Up – Clean

  • BlockPush decreased: (0.8 → 0.7)

Light Air Up – Late

  • BlockPush decreased: (0.6 → 0.5)

Light Down – Clean

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Early

  • BlockPush decreased: (0.8 → 0.6)

Light Down – Late

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Body

  • BlockPush decreased: (0.8 → 0.6)

Light Forward – Hand

  • BlockPush decreased: (1.35 → 1.1)

Light Neutral – Combo

  • BlockStun decreased: (12 → 5)
  • Damage decreased: (3 → 2)

Light Neutral – Finisher

  • BlockPush decreased: (0.8 → 0.4)
  • Damage decreased: (7 → 5)

Light Neutral – Late

  • BlockPush decreased: (0.4 → 0.1)
  • BlockStun decreased: (6 → 4)
  • Damage decreased: (3 → 2)

Light Neutral

  • BlockPush decreased: (0.4 → 0.2)


GERALD

Light Air Up

  • Improved multi-hit consistency.

Special Up

  • Improved multi-hit consistency.

Grab Throw Up

  • KnockbackBase increased: (12 → 14)


NIGEL

Special Neutral

  • Reworked hitboxes to be one single hit instead of two part attack to increase consistency.
  • Now goes through Run Brake State to serve as endlag.

Charge Forward 1

  • BlockPush decreased: (1.6 → 0.6)

Special Neutral Release – No Charge

  • BaseKnockback decreased: (13.2 → 12)
  • KnockbackGain decreased: (13.5 → 10)
  • DirectionalInfluenceMultiplier increased: (1 → 2)
  • Angle changed: (112° → 95°)

Special Neutral Release – Low Charge

  • Angle changed: (116° → 95°)

Special Neutral Release – Mid Charge

  • KnockbackGain increased: (19 → 21)
  • Angle changed: (116° → 95°)

Special Neutral Release – Max Charge

  • Angle changed: (118° → 95°)


JENNY

Charge Forward 1

  • BlockStun decreased: (6 → 5)

Special Neutral Rocket

  • Angle changed: (58° → 60°)

Special Down

  • Changed the angle at which the lasers are shot to travel a bit more horizontally.


REPTAR

Fixed an issue where Reptar would clip in stages during his Charge Air Up startup.

Special Down Air

  • Can now be canceled with air jump earlier than before, removed super armor.

Charge Air Down

  • Damage decreased: (23 → 20)

Charge Down

  • Reworked hit boxes and added late weak hit box

Charge Forward

  • Damage decreased: (20 → 18)

Charge Up – Fire

  • Damage decreased: (22 → 20)

Special Down Ground

  • Damage decreased: (25 → 20)
  • Removed late cancel window

Light Air Down

  • Damage decreased: (18 → 16)


REN & STIMPY

Charge Air Up

  • Reworked hitboxes to no longer be a multi-hit, instead they now have an initial strong attack and a lingering weak attack.

Light Air Back – Late

  • BaseKnockback increased: (6 → 6.5)
  • KnockbackGain decreased: (19 → 17)
  • BlockStun decreased: (10 → 6)
  • HitlagBaseOnHit decreased: (15 → 11)
  • HitlagBaseOnBlock decreased: (15 → 11)

Light Air Back – Mid

  • BaseKnockback decreased: (10.5 → 7.5)
  • KnockbackGain increased: (17.5 → 18)
  • BlockStun decreased: (10 → 8)
  • HitlagBaseOnHit decreased: (15 → 13)
  • HitlagBaseOnBlock decreased: (15 → 13)


MR. KRABS

Money meter gain values increased for coins and bills.

Special Forward Air and Charge Air Forward can be done independently of one another.

Special Up Air

  • Increased landing lag

Charge Air Forward

  • Reduced velocity when slime canceled

Special Forward Follow up

  • Longer jump cancel window on Special Forward follow up.

Special Neutral

  • Decreased ending lag

Special Forward “Playtime’s over” finisher.

  • Improved multi-hit consistency.

Charge Up

  • Improved multi-hit consistency.

Charge Forward Near

  • KnockbackGain increased: (14.8 → 19)
  • Damage increased: (11 → 13)

Charge Forward

  • KnockbackGain increased: (16.5 → 19)
  • Damage increased: (16 → 18)

Dash Attack

  • KnockbackGain decreased: (18 → 16)

Light Air Forward

  • Adjusted hurtboxes

Light Air Forward LV1

  • KnockbackGain decreased: (8.5 → 6)

Light Air Forward LV3

  • KnockbackGain decreased: (9 → 7)

Light Air Neutral Body

  • HitStunMultiplier decreased: (1.05 → 1)

Light Air Up (If Grounded)

  • KnockbackGain increased: (7.5 → 12.5)
  • HitStunMinimum decreased: (10 → 5)

Light Air Up 2

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum decreased: (10 → 8)

Light Down Far

  • HitStunMultiplier decreased: (1.2 → 1)
  • HitStunMinimum increased: (15 → 26)

Light Down Near

  • HitStunMinimum increased: (17 → 22)

Light Neutral 1

  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 31°)

Light Neutral 2

  • KnockbackGain decreased: (1 → 0.1)
  • HitStunMultiplier decreased: (1.8 → 1)
  • Angle changed: (25° → 41°)

Light Up Body

  • KnockbackGain increased: (8.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Claws

  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 11)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Light Up Lingering

  • KnockbackGain increased: (7.5 → 11.5)
  • HitStunMultiplier decreased: (1.1 → 1)
  • HitStunMinimum decreased: (13 → 8)
  • DirectionalInfluenceMultiplier increased: (1.8 → 2)

Special Up Throw LV3

  • BaseKnockback decreased: (28 → 24)
  • KnockbackGain decreased: (14.5 → 12.5)




Undocumented Changes

  • Placeholder




1.6 | February 15th, 2024 | Mr. Krabs Now Available

https://nickelodeonallstarbrawl.com/update-1-6-mr-krabs-now-available/


  • NEW CHARACTER ADDED: Mr Krabs!
  • Fixed an issue where characters would become airborne when standing on the edge of a moving platform when it started to move to the opposite direction. This also fixed an issue where if timed correctly, players could Roll or Tech Roll in order to fly away from the platform.
  • Adjusted Collisions on Aquarium Stage
  • Fixed an issue where some store pop ups would appear without text in Campaign.


GRANDMA GERTIE

Fixed an issue where Grandma Gertie would repeatedly get stuck in the edge while going up.


SQUIDWARD

Fixed an issue where he could act earlier than intended for his Light Air Down


REN & STIMPY

Slightly Adjusted Light Air Back Hitboxes


DONATELLO

Fixed an issue where Donatello could act earlier than intended for his Light Up


NORBERT

Charge Air Forward – Tip

  • BaseKnockback increased: (10 → 12)
  • KnockbackGain increased: (12 → 17.6)
  • Angle changed: (70° → 43°)


Charge Air Forward

  • BaseKnockback increased: (8 → 8.5)
  • KnockbackGain increased: (11 → 15)
  • Angle changed: (50° → 51°)


Grab Throw Up

  • KnockbackGain increased: (17 → 18.5)


Light Air Forward – Tip

  • KnockbackGain increased: (12 → 15.5)




Undocumented Changes

  • Placeholder




1.5 | February 9th, 2024 | Controller Updates, General Fixes and Recoveries

https://nickelodeonallstarbrawl.com/update-1-5-controller-updates-general-fixes-and-recoveries/

GENERAL

  • Fixed projectiles getting destroyed when hitting the vertical sides of thin platforms
  • Can no longer Slime Cancel Landing lag from Fall Helpless state
  • Fixed dash attack getting buffered out of tech situations instead of Light Attacks
  • Fix for grab pummel giving slime points to incorrect character
  • Fixes to quick play/ranked matchmaking
  • Characters can now wall jump with their backs towards the wall.
  • Rebound state no longer makes the character leave edge
  • Fixed issue in which a character would enter an aerial state after tech in place causing roll distance issues
  • Fixed an issue where movement buffs affected the way characters during ledge getups
  • Fixed an issue where Gamecube Controllers started using Xbox Layout, making certain buttons swap between each other.
  • Fixed an instability issue with Gamecube Controllers where they would get disconnected and added as extra controllers internally, causing several issues.


STAGES

  • Adjusted height of shark and palm platforms in Aquarium
  • Food Dreams alternate layouts added


JIMMY

Fixed an issue where Jimmy would hit himself with a Tommy Ball when throwing it forwards or upwards

Recovery adjustments:

  • Special Up edge grab size reduction, can be canceled with air dodge, reduced floatiness on recovery
  • Charge Air Down Air can only stall once per airtime (bounce resets stall)


GERALD

Fixed an issue where Gerald would not recover his Up Special after grabbing the edge.

Recovery adjustments:

  • Charge Air Up can only stall once per airtime
  • Special Forward can only be used once per airtime


GARFIELD

Fixed an issue where Sugar Rush mode was never deactivated.

Garfield is now unable to perform Down Special or Slime Down Special while in Sugar Rush Mode.

Recovery adjustments:

  • Up Special reduced height for all versions
  • Special Neutral can only stall once per airtime


APRIL

Fixed an issue where April’s aerial back jump would play the forwards air jump animation, while using the air jump back hurt boxes.

Fixed an issue where Camera flashes were applying a little bit hitstun

Recovery adjustments:

  • Special Down can not be recovered on hurt while in the air
  • Special Up edge grab size reduction


SQUIDWARD

Fixed a visual bug on Charge Air Down Land, this makes squidward jump slightly higher up out of this state.

Since movement buffs no longer affect the way characters behave during ledge getups, Squidward no longer overshoots the edge when in rage mode

Recovery adjustments:

  • Special Up start up increased
  • Special Down can only be done once per airtime
  • Charge Air Up can only be done once per airtime


DANNY

Recovery adjustments:

  • Special Up range increased
  • Special Forward airtime use refreshes on hurt but without invulnerability frames
  • Charge Air Up can only stall once per airtime
  • Charge Air Down can only stall once per airtime


AANG

Recovery adjustments:

  • Special Up edge grab size reduction, and Dive follow up damage reduced
  • Special Neutral Air drift reduced while charging
  • Charge Air Down can only stall once per airtime


KORRA

Recovery adjustments:

  • Fixed transition after Special Forward when done in the air
  • Special Up edge grab size reduction
  • Charge Air Down can only stall once per airtime


RAPHAEL

Recovery adjustments:

  • Special Down can only be done once per airtime
  • Special Up edge grab size reduction


DONATELLO

Recovery adjustments:

  • Charge Air Down can only stall once per airtime


REPTAR

Get Up In Place recovery frames increased to 30 to match the other characters

Recovery adjustments:

  • Special Up increased start up before the start of the fall
  • Special Forward can only stall once per airtime
  • Charge Air Down reduced stall time
  • Charge Air Up reduced stall time


MECHA PLANKTON

Fixed a bug where recovery frames increased with each subsequent press of the attack on hit of Light Down and follow ups

Plankton can act out of Get Up In Place on frame 30 to match the other characters

Fixed poses of characters hit by ultimate

Recovery adjustments:

  • All air options that require the rocket boots to hover now share the same fuel supply (reset of land)


EMBER

Recovery adjustments:

  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime
  • Special Up edge grab size increased


JENNY

Light Up: Ponytails are now also intangible

Recovery adjustments:

  • Special Forward can only stall once per airtime
  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime


REN & STIMPY

Recovery adjustments:

  • Charge Air Down can only stall once per airtime


INVADER ZIM

Fixed a bug that prevented him from landing on some stages after using Edge Attack

Recovery adjustments:

  • Charge Air Down reduced air drift on hold
  • Special Up increased horizontal drift


EL TIGRE

Recovery adjustments

  • Adjusted the window he can grab to the edge during special up
  • Charge Air Up stall does not come back on hit


DAGGET

Fixed a bug that prevented the assist to be called with the Slime Version

Recovery adjustments:

  • Special Up reduced size on upper hitbox, reduced vertical movement on Slime version, and hurtbox adjusted


NORBERT

Fixed a bug that prevented the assist to be called with the Slime Version

Recovery adjustments:

  • Special Up increased height


NIGEL

Recovery adjustments:

  • Special Up increased height on the Slime version
  • Charge Air Down can only stall once per airtime
  • Charge Air Up can only stall once per airtime


SPONGEBOB

Recovery adjustments:

  • Special Neutral can only stall once per airtime
  • Special Up increased recovery and adjusted the window when he can grab to the edge


PATRICK

Recovery adjustments:

  • Special Up increased start up
  • Charge Air Up can only stall once per airtime


AZULA

Adjusted Special Forward late hitboxes position and size for both aerial and grounded versions.

Recovery adjustments:

  • Reduced speed and height of Slime Special Up


GRANDMA GERTIE

Adjustments to Special Down items and projectiles sound effects.

Recovery adjustments:

  • Tether behavior improvements


ROCKO

Recovery adjustments:

  • Special Forward can only be done once per airtime

Special Up hitbox rework, increased speed when going up, added a delay with no hitbox before starting to fall downwards, and adjusted the window when he can grab to the edge.




Undocumented Changes

  • Placeholder




1.4 | December 22nd, 2023 | Team Attack, Share Stocks and Fixes

https://nickelodeonallstarbrawl.com/update-1-4-preview-team-attack-share-stocks-and-fixes/

NEW

  • Added team attack to rulesets.
  • Added Steal Stock Mode in team battles
    • You can steal your teammates’ stocks when you run out of stocks.
  • Added Stock Pool in team battles
    • All teammates share a stock pool, if any players die on the last stock, the game ends.


GENERAL

  • Competitive players can’t kick players on competitive lobbies anymore
  • Fixed timed mode ending at 1 instead of 0.
  • Fixed an issue where CPUs would get stuck on the edge


CAMPAIGN

  • Fix the bug that some bosses were dying at half health
  • Added offscreen indicator to arena’s mobs.
  • Fixed bosses ending at phase change when continuing a run in progress from the main menu.
  • Added power up category icon to NPCs in campaign.
  • Fixed new interaction indicator not working properly at first.
  • Fixed Clockwork and Vlad Plasmius idle animation in hub.
  • Fixed CPUs starting at incorrect difficulty when training with Splinter in the hub.


PATRICK

  • Fixed the issue where slime canceling after command grab glued the character to patrick
  • Fixed Patrick’s rolls and spot dodge being actionable before they should
  • Fixed Charge Air Up Hold having super armor if executed with slime.
  • Neutral special landing recovery increased from 4 frames to 18.


SQUIDWARD

  • Fixed an issue that made Light Air Back always send in a reversed direction.


REN & STIMPY

  • No longer recovers Special Forward Car when hurt offstage
  • Light Air Back landing lag increased from 16 to 17
  • Adjusted knockback on Back Throw to prevent chain grabs


RAPHAEL

  • Can only stall once per airtime with Charge Air Up
  • Removed Charge Air Up head intangibility
  • Reduced the size of hitboxes on special Up
  • Slightly raised the lower hitboxes on Charge Forward Release


DONATELLO

  • Light Neutral 1, Light Neutral 2, Light Combo and Light Finisher block pushback reduced.
  • First active frame hitbox positions adjusted on Light Finisher.


APRIL

  • April’s down light movement glitch was fixed.
  • Fixed Neutral Special Slime Cancel glitch recovering the charge.
  • Light Forward Air
    • Auto cancel from frame 7 to frame 4
    • Body Hitbox
      • Base Knockback decreased (11->9)
      • Angle changed (45->48)
    • Pen Hitbox
      • Base Knockback decreased (12->10)
      • Angle changed (25->35)
  • Charge Air Forward SourSpot
    • BaseKnockback decreased: (12 → 10.8)
    • KnockbackGain increased: (15 → 16)
    • Angle changed: (50° → 52°)
  • Charge Air Forward
    • BaseKnockback decreased: (12.25 → 11.5)
    • KnockbackGain increased: (17.75 → 18)
    • Angle changed: (36° → 42°)


DANNY PHANTOM

  • Fixed an issue with the hurt boxes on the special Up Landing state
  • Light down
    • Removed First Actionable Frame on Hit
    • Added +7 Frames of recovery
  • Neutral Special
    • Landing Lag from 12 to 15 Frames
    • Punch Hitbox 45 -> 55 angle
  • Special Up
    • Reduced the special up hitbox in air size by a 50% percent
    • Reduced 2 invulnerability frames
    • Reduced Ledge Grab Box size (Harder to snap)
    • Reduced landing hitbox size by 25 percent.


AANG

  • Can no longer Block immediately out of Air Ball (Special Down), Blocking during this state transitions into Air Ball Dismount.
  • Can only Air Ball once per airtime, does not recover on hurt
  • Air Ball hitbox size reduced.
  • Hitstun Gravity increased from 0.76 to 0.98.
  • Hitstun Fall Speed increased from 0.95 to 0.98.
  • Up Special dive now lasts until landing.


KORRA

  • Light Neutral 3 on hit cancel delayed from frame 30 to 32.
  • Charge Forward range was somewhat reduced.
  • Slime Side Special changed in a number of ways.
    • Time before attack cancel becomes available was reduced from 23 frames to 19.
    • Jump cancel is possible from frame 21 forward.
    • Time before take of reduced by 2 frames.
  • Aerial Up Special horizontal velocity changed in a number of ways. It is more affected by the direction of the control stick but maintains less of the existing momentum.
  • Ground collision point during the helpless fall state was lowered by 0.45 units, making it easier to land faster and preventing issues where Korra snaps to the edge when you try to land close to the edge.


AZULA

  • Reduced base knockback and knockback gain on Slime Special Down projectile


NIGEL

  • Added a hitbox in up special while falling down.


GARFIELD

  • Fixed an issue that applied sugar rush state without using meter if it was interrupted by a hit.


JIMMY

  • Special Down Slime
    • Fixed an Issue where you could not move Jimmy nor Goddard when performing a Slime Down Special until Goddard was destroyed.
  • Charge Air Forward
    • BaseKnockback increased: (8.5 → 10)
    • KnockbackGain increased: (10 → 24)
    • HitlagBaseOnHit decreased: (18 → 15)
    • HitlagBaseOnBlock decreased: (18 → 15)
  • Special Neutral – Rocket
    • Now reverse hits
  • Toast Projectile
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (12 → 19)
    • Angle changed: (65° → 60°)


GERALD

  • Fixed an issue where he was unable to Special Up after performing a Skateboard Special Up.
  • Charge Air Forward – Sweetspot
    • BaseKnockback decreased: (14.75 → 13.5)
    • KnockbackGain decreased: (22.2 → 20)
  • Charge Air Forward
    • BaseKnockback decreased: (11.5 → 10.5)
    • KnockbackGain decreased: (18.8 → 17.8)
  • Grab Throw Down
    • BaseKnockback decreased: (16.5 → 16)
    • KnockbackGain increased: (4 → 9.5)
  • Light Finisher
    • BlockDamage decreased: (4 → 1)
  • Light Neutral
    • HitStunMinimum decreased: (10 → 0.01)
    • BlockStun decreased: (10 → 9)


GRANDMA GERTIE

  • Fixed Neutral Special Slime Cancel glitch recovering the charge.
  • Reduced distance traveled on aerial special forward
  • New attack data created for aerial special forward sweetspot with less knockback and damage compared to ground version and launches at an angle of 40°
  • Light Air Forward – Clean
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain decreased: (18 → 17)
  • Special Forward – Base
    • BaseKnockback decreased: (15 → 8)
    • KnockbackGain decreased: (13 → 10)
    • BlockPush decreased: (1,2 → 0,8)
    • HitlagBaseOnHit decreased: (16 → 10)
    • HitlagBaseOnBlock decreased: (16 → 10)
    • Damage decreased: (14 → 8)
    • BlockDamage decreased: (12 → 6)
    • Angle changed: (38° → 40°)


ANGRY BEAVERS

DAGGET

  • Light Air Back is no longer reversible

NORBERT

  • Light Air Back is no longer reversible
  • Fixed Special Up Slime Cancel Fly
  • Charge Up
    • Now it has a total of 26 Recovery Frames
  • Charge Air Up
    • DI multiplier from 1 to 1.5
  • Light Air Up
    • Recovery frames reduced from 33 to 26


ZIM

  • Special Forward
    • Gir Spawn cooldown if destroyed from 5 seconds to 7 seconds.


EL TIGRE

  • El Tigre doesn’t recover his stall on Charge Air Up after being hit anymore. Recovers it by grabbing the edge or landing.
  • Tweaked his Diamond Collision in order to prevent him from clipping under some stages.
  • Removed all FAF (First actionable Frames) from his attacks
    • Fair +4 Endlag frames
    • Dair +3 Endlag frames
    • Dash Attack + 4 Endlag frames
    • Light Up +3 Endlag Frames
    • Light Down +4 Endlag Frames


EMBER

  • Fixed projectile decay on Special Neutral


JENNY

  • Light Air Back Sourspot is now reversible
  • Fixed an issue where Forward Special Projectile would stay in place after it was reflected
  • Fixed an issue where Special Up Slime would not reset her fuel properly
  • Fixed an issue where if you landed during Light Air Up Loop, the next Light Air Up you did would immediately trigger the loop, skipping any startup.
  • Fixed an issue where Light Air Down Land did not have any hurtboxes
  • Fixed an issue where Light Air Down Land could not edge cancel
  • Increased Block Damage Values to match Damage Values on the following moves:
    • Charge Down
    • Charge Up
    • Dash Attack
    • Light Air Back
    • Light Air Forward
    • Light Air Neutral
    • Light Air Up
    • Light Down
    • Light Neutral/Finisher
    • Light Up
    • Special Forward (Hammer and Projectile)


MECHA PLANKTON

  • Fixed the issue where slime cancelling after command grab glued the character to Mecha Plankton


ROCKO

  • Fixed an issue where Spunky didn’t enter his Hurt state when he was hit while turning or falling.
  • Spunky now has an additional 120 frames cooldown after he despawns.
  • After Spawning a JackHammer, Rocko now needs to wait at least 400 frames to spawn the next one, independently of if it was destroyed or not during its lifetime.
  • Charge Up Land total frames increased from 19 to 26




Undocumented Changes

  • Placeholder




1.3 v1 | December 5, 2023 | Steam Only

https://store.steampowered.com/news/app/2017080/view/3886106208621343535?l=english

  • Small bug fixes
  • Steam Deck support completed




1.3 | December 1st, 2023 | New Features, Gameplay Feel and Balance Updates

https://nickelodeonallstarbrawl.com/update-1-3-patch-notes/

GENERAL GAMEPLAY

  • The knockback soft cap after slime cancel was changed. The threshold was lowered from 30 to 25 and reduction raised from 50% to 65%.
  • Wall techs now take 9 frames and grant 14 frames of intangibility. You can also hold up to do a wall jump after the tech.
  • Ceiling techs intangibility increased from 26 frames (the duration of the state) to 34 frames.
  • Jump back now overrides horizontal run/dash momentum.
  • The maximum shield health, as well as the depletion and regeneration rates have been decreased by 10%.
  • Tech roll intangibility duration reduced from 28 frames to 20.
  • Perfect block is no longer bufferable.
  • The block VFX now changes color during the perfect block window.
  • Turnaround specials buffer increased to 15 frames.
  • Ultimate attacks end lag is not intangible anymore.
  • Decreased slime block per-frame cost from 0.8 to 0.4.
  • Attacks clanking with grabs and putting the grabbed player in the air has been fixed.
  • Fixed bug that made it impossible to DI slime charge moves.
  • Time out now happens when counter is at 0 instead of 1.
  • Slime cancel freeze frames no longer affect characters who are in Land Hard state.
  • Fixes to ultimates SFX.
  • Rematch option after selecting random stage in stage select now keeps going into random stages instead of the first randomly selected stage.
  • Rematch option after selecting random character in character select keeps randomizing characters instead of keeping the same character that was randomly selected at first.
  • Lowered base knockback and raised knockback growth in moves across the cast so those moves are more effective at killing at higher damage values.
  • Reversible toggle added to multiple hitboxes across the cast.
  • Directional Influence (DI) Multiplier on attacks that send downwards increased from 1 to 1.5
  • Edge Actions can no longer be bufferable while holding the Edge.


CONTROLS

  • The D pad can now be set to movement on controllers.
  • C stick implementation for keyboard players.
  • Ability to separately modify if C stick does charge or light moves on ground or in air.
  • TRAINING MODE
  • Training mode DI visualizer and CPU DI Options.
  • Training mode Hitstun visualizer.
  • Training mode now saves settings when exiting to switch characters.


ONLINE

  • Ranked mode is now best of three matches.
  • Ranked rating can now go above 1000.
  • Can now see the opponent’s rank in the character select screen and loading screen in Ranked mode.
  • Rematch button is now at the top of the menu options in lobby matches.
  • Added AFK detection to results screen.
  • Added ability to boot people from an online lobby.
  • Added descriptions/unlock conditions for unlockable banners/icons in the profile menu.


OPTIONS

  • Crossplay options no longer reset whenever the game is closed.
  • Added option to disable Screen Shakes.


CAMPAIGN

  • Added all 6 difficulties to the difficulty selector of the campaign, and added a difficulty selector to the pause menu in the campaign hub.
  • Blimps are now given to the player if they skip the power-up selection in a power-up stage.
  • Added campaign save slots.
  • Quitting in the middle of a campaign run no longer changes the controls profile.


AUDIO

  • Items SFX volume is now controlled by the SFX slider.
  • Harmonic Convergence stage volume fixes.
  • Ultimates Hits and SFX are now working properly.


SPONGEBOB

  • Following moves can now reverse hit:
    • Light Air Down
    • Light Air Forward


  • Charge Air Down Late
    • KnockbackGain decreased: (22,5 → 17)


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)


  • Charge Air Forward
    • BaseKnockback decreased: (12 → 11,5)
    • KnockbackGain increased: (17 → 18,8)


  • Charge Air Up
    • BaseKnockback decreased: (13,5 → 11)
    • KnockbackGain increased: (12 → 16,5)
    • Angle changed: (69° → 70°)


  • Charge Down
    • BaseKnockback increased: (9 → 10)
    • KnockbackGain increased: (20 → 22,6)
    • BlockDamage decreased: (12 → 11)
    • Angle changed: (38,5° → 40°)


  • Charge Forward
    • BaseKnockback decreased: (12,5 → 11)
    • KnockbackGain increased: (23,5 → 23,8)
    • CanReflectProjectiles toggle enabled
    • BlockDamage decreased: (18 → 14)


    • Charge Up – Clean
    • KnockbackGain increased: (20 → 20,5)


  • Grab Throw Up
    • Implementation changes to increase consistency (should not make opponents land on platforms anymore)


  • Light Air Down – Air
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (290° → -70°)


  • Light Air Down – Lingering Inner
    • Damage increased: (4 → 5)
    • BlockDamage increased: (4 → 5)


  • Light Air Down – Lingering Outer
    • Damage increased: (4 → 5)
    • BlockDamage increased: (4 → 5)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (290° → -70°)


  • Light Air Forward
    • Hitboxes tweaked so spike is not present in all of the move’s range.


Attack data changes:

  • Light Air Forward – Sourspot
    • HitlagBaseOnHit increased: (6 → 10)
    • HitlagBaseOnBlock increased: (6 → 10)
    • Damage increased: (1 → 5)
    • BlockDamage increased: (1 → 5)


  • Light Air Forward
    • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • BlockDamage decreased: (14 → 13)


  • Light Air Neutral
    • Startup increased by 1 frame and aerial endlag increased by 2 frames.


  • Light Dash
    • BaseKnockback decreased: (14,5 → 12)
    • KnockbackGain increased: (10 → 15)


  • Light Finisher
    • BaseKnockback decreased: (14 → 10)
    • KnockbackGain increased: (8 → 12)


  • Light Forward
    • BlockPush decreased: (1,25 → 0,8)


  • Light Up – Late
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (12 → 13)
    • Angle changed: (107° → 95°)


  • Light Up
    • KnockbackGain increased: (13,5 → 15,5)


  • Special Down Slime
    • BlockDamage increased: (6 → 7)


  • Special Down
    • BlockDamage increased: (4 → 5)


PATRICK

  • Following moves can now reverse hit:
    • Charge Up
    • Charge Air Up
    • Charge Air Forward
    • Light Air Back
    • Light Forward


  • Charge Air Down
    • Charge Air Down fall speed increased.
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (300° → -60°)


  • Charge Air Down – Landing
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward
    • BaseKnockback increased: (8.45 → 12.2)
    • KnockbackGain decreased: (21.5 → 17.6)
    • Angle changed: (30° → 35°)


  • Charge Air Up – Finisher
    • BaseKnockback increased: (11 → 15)
    • KnockbackGain increased: (17 → 17.5)
    • Damage decreased: (12 → 6)
    • BlockDamage decreased: (9 → 6)


  • Charge Air Up
    • BlockDamage decreased: (2 → 1)


  • Charge Down – Landing
    • BaseKnockback decreased: (17 → 12.5)
    • KnockbackGain increased: (18 → 24.6)
    • BlockDamage decreased: (15 → 13)


  • Charge Forward
    • Charge Forward hitbox increased, mostly vertically.
    • Active frames extended from ending at 18 to 19.


  • Initial Hit
    • BaseKnockback decreased: (12 → 11.5)
    • KnockbackGain increased: (24 → 24.4)
    • Angle changed: (25° → 29°)


  • Late Hit
    • BaseKnockback decreased: (12 → 11.5)
    • KnockbackGain increased: (24 → 24.4)


  • Charge Up
    • BaseKnockback increased: (13.5 → 15)
    • KnockbackGain increased: (20 → 22.3)


  • Light Air Back
    • Startup reduced from 9 to 8.
    • Hitboxes are larger on both sides.
    • BlockPush increased: (0.6 → 1.3)
    • Angle changed: (110° → 70°)


  • Light Air Down – Weak
    • HitlagBaseOnHit increased: (3 → 6)
    • HitlagBaseOnBlock increased: (3 → 6)
    • Aerial toggle enabled


  • Light Air Down
    • HitlagBaseOnHit increased: (6 → 15)
    • HitlagBaseOnBlock increased: (6 → 15)
    • Aerial toggle enabled
    • BlockDamage decreased: (12 → 11)


  • Light Air Forward
    • Hitbox range slightly increased.


  • Light Air Neutral
    • Lingering hitboxes moved back and upward, overall reducing range.


  • Light Air Neutral – Sweetspot
    • HitlagBaseOnHit increased: (7 → 12)
    • HitlagBaseOnBlock increased: (7 → 12)


  • Light Air Neutral – Weak
    • Damage increased: (11 → 12)


  • Light Air Up
    • Landing recovery reduced from 14 to 13 frames.


  • Dash Attack
    • Initial speed was increased but it also slows down quicker. Slight distance increase.
    • BlockDamage increased on strong hit: (9 → 10)
    • BlockDamage increased on weak hit: (8 → 9)


  • Light Down
    • HitlagBaseOnHit increased: (3 → 6)
    • HitlagBaseOnBlock increased: (3 → 6)
    • BlockDamage increased: (8 → 11)


  • Light Forward
    • Movement very slightly increased.
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (15 → 17)
    • BlockPush increased: (1.2 → 1.7)
    • HitlagBaseOnHit increased: (7 → 12)
    • HitlagBaseOnBlock increased: (7 → 12)
    • BlockDamage increased: (12 → 13)


  • Light Forward – Medium
    • BlockPush increased: (1.1 → 1.6)
    • HitlagBaseOnHit increased: (7 → 10)
    • HitlagBaseOnBlock increased: (7 → 10)
    • BlockDamage increased: (10 → 12)


  • Light Forward – Weak
    • BlockPush increased: (1 → 1.5)
    • BlockDamage increased: (9 → 11)


  • Light Up
    • KnockbackGain increased: (16 → 17)
    • HitlagBaseOnHit increased: (6 → 12)
    • HitlagBaseOnBlock increased: (6 → 12)


  • Special Down
    • Start up reduced from 5 to 4.
    • Counter duration reduced from ending on frame 36 to 31.
    • Total duration reduced from 64 to 54.
    • The lunge physics were changed on the grab, reaching a bit further on the ground.


  • Special Down Launch Slime
    • BlockDamage increased: (1 → 17)


  • Special Forward
    • HitlagBaseOnHit increased: (8 → 15)
    • HitlagBaseOnBlock increased: (8 → 15)
    • Damage increased: (15 → 24)
    • BlockDamage increased: (15 → 17)
    • Angle changed: (52° → 35°)


  • Special Forward Slime
    • Hitbox is now slightly larger.
    • Velocity and friction reduced. The range is overall shorter if used while stationary but goes further if you’re moving.
    • Now spins upon grabbing
    • BaseKnockback increased: (12 → 15)
    • Damage increased: (20 → 36)
    • BlockDamage increased: (20 → 23)


  • Special Neutral
    • Land cancel now works even if you don’t hit an enemy
    • First Actionable Frame On Hit decreased from frame 35 to frame 32.
    • Now reflects projectiles.
    • BaseKnockback decreased: (10 → 9)
    • KnockbackGain increased: (15.75 → 18)
    • HitlagBaseOnHit decreased: (17 → 14)
    • HitlagBaseOnBlock decreased: (17 → 14)
    • BlockDamage increased: (9 → 11)


  • Special Neutral Slime
    • BlockDamage decreased: (15 → 13)


  • Special Up
    • Startup reduced from frame 15 to 14.
    • Hitboxes slightly reduced
    • Hitbox is bigger for the first frames but smaller for the rest of the move.
    • Minimum time before landing without moving down increased from 25 to 27 frames.
    • Landing recovery from hitting the ground was reduced from 40 to 35 frames.
    • Velocity reduced after edge canceling.
    • Now maintains a tiny bit of velocity of the grab connects.
    • Lunges slightly forward when launching an opponent.
    • Damage increased: (12 → 15)
    • BlockDamage increased: (11 → 13)


  • Throw Up
    • BKB was reduced from 20 to 14.
    • KBG increased from 11 to 17.
    • Total frames reduced from 56 to 52.
    • Angle increased from 80° to 85°.


SQUIDWARD

  • Following moves can now reverse hit:
    • Charge Air Down
    • Light Air Back
    • Light Air Down
    • Light Air Forward
    • Light Air Up
    • Light Forward (Towards aerial opponents)
    • Light Up


  • Charge Air Down – Fall Slow
    • BlockDamage increased: (1 → 12)


  • Charge Air Forward – Close
    • BaseKnockback decreased: (12.5 → 10)
    • KnockbackGain increased: (12.5 → 17.6)
    • BlockDamage increased: (10 → 11)
    • Angle changed: (38° → 40°)


  • Charge Air Forward
    • Damage decreased: (12 → 10)


  • Charge Air Up
    • Weak hit comes out 4 frames sooner
    • Total active frames: -4
  • Initial Hit
    • BaseKnockback decreased: (13.8 → 12)
    • KnockbackGain increased: (9.6 → 14.4)


  • Late Hit
    • KnockbackGain decreased: (10 → 8)


  • Charge Air Up
    • BaseKnockback decreased: (11.4 → 11)


  • Charge Down – Finisher
    • BaseKnockback decreased: (12.5 → 10)
    • KnockbackGain increased: (16 → 20)
    • BlockDamage increased: (1 → 7)


  • Charge Forward – Strong
    • BaseKnockback decreased: (13 → 10)
    • KnockbackGain increased: (18.5 → 22.5)
    • BlockDamage increased: (12 → 13)
    • Angle changed: (32° → 35°)


  • Charge Forward – Weak
    • KnockbackGain increased: (12 → 16)
    • Angle changed: (37° → 40°)


  • Charge Up – Strong
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain decreased: (19.5 → 19.3)
    • BlockPush decreased: (1.4 → 1)


  • Light Air Back
    • Landing recovery increased from 9 frames to 11.
    • Block stun increased from 8 frames to 10.


  • Light Air Back – Feet
    • BlockDamage increased: (1 → 8)


  • Light Air Back Sweet Spot
    • BlockDamage decreased: (12 → 11)


  • Light Air Down
    • Increased endlag by 5 frames.


  • Feet Late Hitbox
    • Angle changed: (165° → 15°)


  • Feet Hitbox
    • Angle changed: (165° → 15°)


  • Hands Late Hitbox
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Hands Hitbox
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Light Air Forward – Finisher
    • KnockbackGain increased: (11.5 → 14.5)


  • Light Down – Slap
    • KnockbackIgnoreDownState toggle enabled


  • Light Forward (Towards aerial opponents)
    • BaseKnockback increased: (1 → 13)
    • KnockbackGain increased: (1 → 12)
    • Damage increased: (1 → 12)
    • BlockDamage increased: (1 → 11)
    • Angle changed: (0° → 80°)


  • Light Forward 2
    • BlockDamage increased: (10 → 11)


  • Light Forward Early
    • BlockDamage increased: (10 → 11)


  • Light Neutral 4
    • BaseKnockback decreased: (11.2 → 9.2)
    • KnockbackGain increased: (14 → 16)


MECHA PLANKTON

  • General
    • Moved sides environment collision borders from his hands to his elbows.
    • Run Speed increased by 15%


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Down
    • Charge Forward
    • Light Air Down Chum Stick
    • Light Air Back
    • Light Air Forward
    • Light Air Neutral
    • Light Finisher
    • Light Forward
    • Special Down Chumbucket


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (12 → 13)
    • Angle changed: (273° → -87°)


  • Charge Air Forward Weak Hit
    • BaseKnockback decreased: (19 → 10)
    • KnockbackGain increased: (5 → 10)


  • Charge Air Forward
    • It now takes longer before he can grab edges.
    • BaseKnockback decreased: (18.5 → 11)
    • KnockbackGain increased: (15.8 → 17.4)


  • Charge Air Up Finisher
    • BaseKnockback decreased: (15 → 14)
    • KnockbackGain increased: (10.5 → 16.3)


  • Charge Air Up Multi Hit
    • BlockDamage decreased: (3 → 1)


  • Charge Down
    • BaseKnockback decreased: (12.4 → 12)
    • KnockbackGain increased: (11 → 23.2)
    • BlockDamage decreased: (15 → 13)


  • Charge Forward Strong
    • BaseKnockback decreased: (18 → 9.5)
    • KnockbackGain increased: (13.5 → 22)
    • BlockDamage increased: (12 → 14)


  • Charge Forward Weak
    • KnockbackGain increased: (12.2 → 14)
    • BlockDamage increased: (6 → 10)
    • Angle changed: (31° → 32°)


  • Chumbucket
    • BlockDamage increased: (3 → 6)


Chumstick

    • KnockbackGain increased: (12 → 12)
    • Aerial toggle enabled
    • BlockDamage increased: (3 → 6)


  • Light Air Back Early
    • BlockDamage decreased: (15 → 12)


  • Light Air Forward
    • Damage increased: (9 → 10)
    • BlockDamage increased: (9 → 10)


  • Light Air Neutral Finisher
    • BlockDamage decreased: (8 → 7)
    • Angle changed: (38° → 42°)


  • Light Air Up Launch
    • BlockDamage decreased: (5 → 1)


  • Light Air Up Upper Left
    • Angle changed: (225° → -135°)


  • Light Air Up Upper Right
    • Angle changed: (315° → -45°)


  • Light Combo
    • KnockbackIgnoreDownState toggle disabled


  • Light Dash
    • BlockDamage decreased: (9 → 8)


  • Light Down
    • Reduced recovery on whiff for both hits
    • Cancel Window into itself reduced
    • Can cancel on hit


  • 1st Hit
    • DirectionalInfluenceMultiplier increased: (0.85 → 2)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
    • KnockbackIgnoreDownState toggle disabled
    • Angle changed: (85° → 83°)
    • SlimeMultiplier increased: (0.14 → 0.2)


  • 2nd Hit
    • DirectionalInfluenceMultiplier increased: (2.1 → 3)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
    • Angle changed: (80° → 81°)
    • SlimeMultiplier increased: (0.13 → 0.2)


  • Light Down Back Hit
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)


  • Light Finisher
    • BaseKnockback decreased: (10.5 → 9.5)
    • KnockbackGain increased: (13.67 → 14.5)
    • KnockbackIgnoreDownState toggle disabled


  • Light Forward
    • BaseKnockback decreased: (17 → 10)
    • KnockbackGain increased: (9.2 → 19)
    • HitStunMinimum increased: (1 → 22)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 11)


  • Light Neutral 1 (Anti Air)
    • HitStunMinimum increased: (5 → 7)
    • DirectionalInfluenceMultiplier increased: (1.4 → 2.5)
    • SmashDirectionalInfluenceMultiplier increased: (0 → 1)
    • KnockbackIgnoreDownState toggle enabled


  • Light Neutral 2
    • KnockbackIgnoreDownState toggle enabled


  • Light Up
    • HitStunMinimum increased: (1 → 12)
    • BlockDamage increased: (9 → 10)
    • Angle changed: (85° → 87°)


  • Special Forward
    • Recovery reduced if done in the air


  • Special Neutral Slime
    • Startup increased from frame 16 to 17
    • BaseKnockback decreased: (18.5 → 12.5)
    • KnockbackGain increased: (9.5 → 15.5)
    • Damage decreased: (10 → 8)
    • Angle changed: (38° → 42°)


  • Special Up Start Slime
    • KnockbackGain decreased: (1 → 0.5)
    • DirectionalInfluenceMultiplier decreased: (0.5 → 0)
    • SmashDirectionalInfluenceMultiplier decreased: (0.5 → 0)


REN & STIMPY

  • General:
    • Fixed Light Combo, Back Throw and Forward Throw not having hit SFX.


  • Charge Air Down Land Slide
    • Reversible


  • Charge Air Down Land
    • Reversible


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Reversible


  • Charge Air Forward
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (16 → 19)


  • Charge Air Up
    • KnockbackGain increased: (15 → 17,4)


  • Charge Down
    • KnockbackGain increased: (14 → 20,9)
    • Angle changed: (31° → 30°)


  • Charge Forward Ren
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (18 → 23,5)
    • Reversible
    • Angle changed: (137° → 40°)


  • Charge Forward
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (19,5 → 23,5)
    • Reversible
    • Angle changed: (43° → 45°)


  • Charge Up
    • BaseKnockback increased: (12 → 15)
    • KnockbackGain increased: (22 → 22,7)


  • Light Air Back
    • First actionable frame removed


  • Light Air Back – Early
    • HitStunMinimum decreased: (1 → 0)
    • Reversible
    • Angle changed: (150° → 30°)


  • Light Air Back – Late
    • HitStunMinimum decreased: (1 → 0)
    • Reversible
    • Angle changed: (142° → 38°)


  • Light Air Back – Mid
    • HitStunMinimum decreased: (1 → 0)
    • Reversible
    • Angle changed: (145° → 35°)


  • Light Air Down – Multi Hit
    • BlockDamage decreased: (2 → 1)


  • Light Air Forward – Clean
    • BaseKnockback decreased: (13 → 12,3)
    • KnockbackGain increased: (14 → 16)


  • Light Air Forward – Late
    • BaseKnockback increased: (6,6 → 7,2)


  • Light Air Up – Ren
    • Reversible
    • Angle changed: (-110° → 290°)


  • Light Air Up Hit
    • Reversible
    • BlockDamage decreased: (7 → 5)


  • Light Air Up
    • BlockDamage decreased: (3 → 2)


  • Light Down Sweet
    • BlockDamage decreased: (11 → 10)


  • Light Down
    • Reversible


  • Light Finisher
    • Reversible


  • Light Forward – Air Hit
    • Angle changed: (130° → 120°)


  • Light Forward
    • Total Duration decreased from 28 Frames to 32 Frames
    • BaseKnockback increased: (2,5 → 3,5)
    • KnockbackGain increased: (11 → 12)
    • Angle changed: (155° → 130°)


  • Light Up Ren
    • Reversible
    • Angle changed: (135° → 45°)


  • Light Up
    • Reversible


  • Special Down Attack
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain decreased: (12 → 10)
    • HitlagBaseOnHit decreased: (15 → 10)
    • HitlagBaseOnBlock decreased: (15 → 10)
    • AttackMultiplierType removed: CharacterMeterMultiplier
    • AttackMultiplierType added: CharacterMeterLerp
    • Reversible
    • Can not Redirect Projectiles
    • Damage decreased: (16 → 10)
    • BlockDamage decreased: (16 → 10)
    • Angle changed: (56° → 45°)


  • Special Up
    • Hitbox size reduced


AANG

  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge AIr Forward
    • Charge Forward
    • Charge Up
    • Light Air Down
    • Light Down
    • Light Forward


  • Charge Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward SourSpot
    • KnockbackGain increased: (14,3 → 15)
    • BlockDamage decreased: (14 → 12)


  • Charge Air Forward SweetSpot
    • BaseKnockback decreased: (17,3 → 11,5)
    • KnockbackGain increased: (13,5 → 18,8)
    • BlockDamage decreased: (19 → 14)


  • Charge Air Up Finisher
    • BaseKnockback decreased: (16 → 12)
    • KnockbackGain increased: (12 → 17,3)
    • Angle changed: (65° → 68°)


  • Charge Down Rocks
    • BaseKnockback decreased: (17 → 16)
    • KnockbackGain increased: (16,5 → 23,5)
    • BlockDamage decreased: (16 → 13)
    • Angle changed: (75° → 61°)


  • Charge Forward SourSpot
    • BaseKnockback increased: (10 → 10,5)
    • KnockbackGain increased: (18,5 → 23,4)
    • BlockDamage decreased: (14 → 12)


  • Charge Forward SweetSpot
    • BaseKnockback decreased: (17,3 → 11,5)
    • KnockbackGain increased: (17 → 24,7)
    • BlockDamage decreased: (19 → 15)


  • Charge Up Finisher
    • BaseKnockback decreased: (18 → 12,3)
    • KnockbackGain increased: (16 → 19,5)


  • Light Air Back Wind Gale Weak
    • BaseKnockback decreased: (9 → 7)
    • KnockbackGain increased: (10 → 12)


  • Light Air Back Wind Gale
    • BaseKnockback decreased: (13,6 → 10)
    • KnockbackGain increased: (14 → 19)


  • Light Air Back
    • KnockbackGain increased: (12,5 → 18)


  • Light Air Forward
    • BaseKnockback decreased: (9,6 → 9)
    • KnockbackGain increased: (14 → 15,5)
    • BlockDamage decreased: (12 → 11)


  • Light Air Neutral Land
    • BaseKnockback decreased: (10 → 9)


  • Light Dash Late
    • BaseKnockback decreased: (15 → 10)
    • KnockbackGain increased: (11 → 16)


  • Light Dash
    • BaseKnockback decreased: (19,5 → 12)
    • KnockbackGain increased: (12 → 19,5)


  • Light Down Near
    • BlockDamage increased: (1 → 5)


  • Light Down Tip
    • BlockDamage increased: (1 → 5)


  • Light Finisher
    • BaseKnockback decreased: (14,5 → 9)
    • KnockbackGain increased: (9,5 → 15,5)


  • Light Forward
    • BaseKnockback decreased: (12,3 → 7)
    • KnockbackGain increased: (13 → 19)
    • HitlagBaseOnBlock increased: (6 → 10)


  • Light Up Wind Gale
    • BaseKnockback decreased: (17 → 15)
    • KnockbackGain increased: (8,5 → 14)


  • Light Up
    • BaseKnockback decreased: (17 → 15)
    • KnockbackGain increased: (8,5 → 16)


  • Special Down
    • Physics slightly changed to have slower acceleration on start but higher speed.


KORRA

  • General
    • Weight decreased: (1.09 → 1.05)


  • Charge Air Down – Late
    • Can now reverse hit.
    • Late hits can no longer redirect projectiles.


  • Charge Air Forward – Sweetspot
    • BaseKnockback increased: (12 → 14.5)
    • KnockbackGain increased: (19.8 → 21.1)


  • Charge Air Forward
    • BaseKnockback increased: (9.9 → 11.5)
    • KnockbackGain increased: (18 → 18.8)


  • Charge Air Up
    • Angle changed: (75° → 61°)


  • Charge Down – Hazard Reversed
    • BaseKnockback increased: (12.96 → 15)
    • KnockbackGain increased: (21.6 → 22)
    • Angle changed: (103° → 98°)


  • Charge Down – Hazard
    • BaseKnockback increased: (9.6 → 15)
    • KnockbackGain decreased: (25.2 → 22)
    • Angle changed: (77° → 82°)


  • Charge Down
    • BaseKnockback increased: (9.6 → 10)
    • KnockbackGain increased: (11 → 14)
    • Angle changed: (-62° → -75°)


  • Charge Forward
    • Hitbox slightly reduced. The tip now has a weaker hit.
    • BaseKnockback increased: (10.8 → 11.5)
    • KnockbackGain increased: (23.5 → 24.4)
    • BlockPush decreased: (2 → 1)
    • Priority changed: (Low → High)
    • BlockDamage increased: (11 → 12)


  • Charge Forward – Late
    • BlockPush decreased: (2 → 0.6)
    • Damage decreased: (14 → 12)


  • Charge Up – Late
    • KnockbackGain increased: (12 → 20)
    • CanRedirectProjectiles toggle disabled


  • Charge Up
    • BaseKnockback increased: (13 → 14)
    • KnockbackGain decreased: (22 → 21.3)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Light Air Forward
    • Hitbox size slightly reduced in all directions.
    • Forearms are now intangible on the first active frame.


  • Light Air Forward – Fire
    • KnockbackGain increased: (17.5 → 18)


  • Special Forward
    • Window to attack after the ground version increased from 21 to 23.
    • Window before being allowed to jump after the jump version increased from 28 to 30.


AZULA

  • Following moves can now reverse hit:
    • Charge Air Down Land
    • Charge Air Down
    • Charge Air Forward
    • Charge Down
    • Charge Forward
    • Charge Up
    • Light Air Down
    • Light Air Forward
    • Light Down
    • Light Forward


  • Charge Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (270° → -90°)


  • Charge Air Forward Fireball
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 13)
    • KnockbackGain increased: (14,5 → 19)
    • BlockDamage decreased: (16 → 13)


  • Charge Air Up Sourspot
    • BlockDamage decreased: (12 → 11)


  • Charge Air Up Sweetspot
    • BaseKnockback decreased: (19 → 13)
    • KnockbackGain increased: (13 → 18,2)
    • BlockDamage decreased: (16 → 13)
    • Angle changed: (70° → 67°)


  • Charge Down Back Lock
    • BaseKnockback decreased: (13 → 4)
    • HitStunMinimum increased: (1 → 9)
    • Angle changed: (30° → 100°)


  • Charge Down Front Launcher
    • BaseKnockback decreased: (14,7 → 11)
    • KnockbackGain increased: (17 → 24,05)


  • Charge Down Front Lock
    • BaseKnockback decreased: (13 → 8)
    • HitStunMinimum increased: (1 → 9)


  • Charge Forward Sourspot
    • BaseKnockback decreased: (16 → 10,5)
    • KnockbackGain increased: (12,6 → 23,2)


  • Charge Forward Sweetspot
    • BaseKnockback decreased: (19,2 → 11,5)
    • KnockbackGain increased: (16 → 24,4)
    • BlockDamage decreased: (18 → 14)


  • Charge Up Autolink
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Explosion
    • BaseKnockback decreased: (18 → 12,3)
    • KnockbackGain increased: (16 → 19,5)
    • BlockDamage decreased: (12 → 11)


  • Charge Up Pull Back Down
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Back
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Down
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Forward Down
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Pull Forward
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Scoop Back
    • BlockPush decreased: (1 → 0,1)


  • Charge Up Scoop Front
    • BlockPush decreased: (1 → 0,1)


  • Light Air Back Sourspot
    • BaseKnockback decreased: (12 → 7)
    • KnockbackGain increased: (12,5 → 17,5)


  • Light Air Back Sweetspot
    • BaseKnockback decreased: (14,5 → 11)
    • KnockbackGain increased: (16 → 19,45)


  • Light Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage decreased: (12 → 11)


  • Light Air Neutral Early
    • BaseKnockback decreased: (9 → 7)
    • KnockbackGain increased: (13,5 → 15,5)


  • Light Air Neutral Late
    • BaseKnockback decreased: (7 → 6)
    • KnockbackGain increased: (7,5 → 8,5)


  • Light Dash 2
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (11 → 18)


  • Light Dash Early
    • KnockbackGain increased: (10 → 11)


  • Light Finisher
    • BaseKnockback decreased: (14,4 → 11)
    • KnockbackGain increased: (10,6 → 14)


  • Light Forward Sourspot
    • BaseKnockback decreased: (15,3 → 8)
    • KnockbackGain increased: (11 → 18,3)


  • Light Forward Sweetspot
    • BaseKnockback decreased: (16,8 → 12)
    • KnockbackGain increased: (15,5 → 20,3)


  • Special Down
    • BaseKnockback decreased: (21,4 → 14)
    • KnockbackGain increased: (11,8 → 18)


  • Special Forward Air Land
    • BaseKnockback decreased: (15,5 → 10)
    • KnockbackGain increased: (8 → 13,5)


  • Special Forward Air Strong
    • BaseKnockback decreased: (18 → 11)
    • Priority changed: (Low → High)
    • Damage decreased: (17 → 13)
    • BlockDamage decreased: (17 → 13)


  • Special Forward Air Weak
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (11 → 15)


  • Special Forward Strong
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (14 → 17)
    • Priority changed: (Low → High)
    • Damage decreased: (17 → 13)
    • BlockDamage decreased: (17 → 13)


  • Special Forward Weak
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (11 → 15)


APRIL

  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Up
    • Charge Up
    • Special Up


  • Charge Air Forward
    • BaseKnockback decreased: (15 → 12,25)
    • KnockbackGain increased: (17 → 17,75)


  • Charge Air Up – Weaker
    • BaseKnockback increased: (9,5 → 12)
    • KnockbackGain decreased: (16 → 15)
    • Angle changed: (65° → 75°)


  • Charge Air Up
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain decreased: (16 → 15,8)


  • Charge Down 3
    • BaseKnockback decreased: (16,5 → 10)
    • KnockbackGain increased: (10 → 21)


  • Charge Forward – Weak
    • BaseKnockback decreased: (12,5 → 10,5)
    • KnockbackGain increased: (18 → 22,5)


  • Charge Forward Sweet Spot
    • BaseKnockback decreased: (15,5 → 10,5)
    • KnockbackGain increased: (23 → 24)
    • Angle changed: (36° → 35°)


  • Charge Forward
    • BaseKnockback decreased: (12,5 → 11)
    • KnockbackGain increased: (20 → 24)


  • Charge Up – Setup
    • BaseKnockback decreased: (21 → 19)


  • Charge Up
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain increased: (17 → 20,5)
    • BlockDamage increased: (1 → 13)


  • Light Air Back 2 – Body
    • BaseKnockback decreased: (11,5 → 10,5)
    • KnockbackGain increased: (13 → 14)


  • Light Air Back 2 – Foot
    • BaseKnockback decreased: (12,5 → 12)
    • KnockbackGain increased: (13 → 16)


  • Light Air Down Final – Body
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Light Air Down Final – Foot
    • BaseKnockback decreased: (10 → 9)
    • KnockbackGain increased: (7 → 9)
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Light Air Down Final – Grounded
    • BaseKnockback decreased: (15,1 → 13)
    • KnockbackGain increased: (16 → 18)
    • Damage decreased: (15 → 12)


  • Light Air Forward – Body
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (12 → 15,5)


  • Light Air Forward – Pen
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (12 → 16,5)


  • Light Air Neutral – Initial
    • BlockStun increased: (8 → 9)


  • Light Air Neutral – Late
    • BlockStun increased: (7 → 8)


  • Light Air Neutral – Lingering
    • BlockStun increased: (7 → 8)


  • Light Air Up – Finisher
    • BaseKnockback decreased: (12,5 → 10,5)
    • KnockbackGain increased: (11 → 14,2)


  • Light Finisher
    • BaseKnockback decreased: (12,5 → 10,5)
    • KnockbackGain increased: (15 → 17,4)


  • Light Forward – Foot
    • KnockbackGain increased: (14,5 → 15,2)


  • Light Up – Foot
    • KnockbackGain increased: (14 → 15,5)


  • Light Down
    • Can be cancelled into the second hit between 12 and 25 frames
    • +5 recovery frames on light down


  • Special Up Slime
    • BaseKnockback increased: (3,5 → 5)
    • Damage increased: (2 → 5)
    • BlockDamage increased: (1 → 3)
    • Angle changed: (110° → 65°)
    • SlimeAttackCheck changed: (OnlyExecuteWithSlimeAttack → None)
    • The hitbox of the Ex version now comes out faster but doesn’t last nearly as long. The movement physics were also changed a bit, granting a short burst of speed.


  • Special Neutral
    • On Hit Cancel added on frame 30.
    • Now longer prevents April from air drifting.
    • Hitting an opponent with less than one bar of ratings now generates a bar of ratings.


  • Special Down
    • Special Down Bhop tech removed


DONATELLO

  • General
    • Weight Increased: (0.9 → 0.95)
    • Fixed Special Up not having hit SFX.


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Forward
    • Charge Down
    • Light Air Forward
    • Light Down


  • Charge Air Forward
    • BaseKnockback increased: (11 → 13)
    • KnockbackGain increased: (17 → 18)


  • Charge Air Up
    • BaseKnockback decreased: (13.5 → 13)
    • KnockbackGain increased: (14.75 → 16.5)
    • BlockDamage increased: (5 → 12)


  • Charge Down – Reverse
    • BaseKnockback decreased: (12 → 10)
    • Damage decreased: (17 → 13)
    • BlockDamage decreased: (15 → 12)
    • Angle changed: (110° → 70°)


  • Charge Down
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (16.2 → 22)
    • BlockDamage decreased: (15 → 12)


  • Charge Forward – Reverse
    • BaseKnockback decreased: (13.75 → 11.5)
    • KnockbackGain increased: (24 → 25.8)


  • Charge Forward 2
    • BaseKnockback decreased: (13.75 → 11)
    • KnockbackGain increased: (22 → 23.8)


  • Charge Up – Clean Hit
    • BaseKnockback increased: (13 → 14)
    • KnockbackGain increased: (19.5 → 21.3)


  • Charge Up – Late
    • BlockDamage increased: (9 → 10)


  • Charge Up
    • BlockDamage increased: (8 → 12)


  • Light Air Back – Tip
    • BaseKnockback decreased: (13.75 → 10.7)
    • KnockbackGain increased: (16.5 → 20.3)
    • BlockPush decreased: (1.6 → 0.7)
    • BlockStun increased: (7 → 10)


  • Light Air Back – Weak
    • BaseKnockback decreased: (8.75 → 7.75)
    • KnockbackGain increased: (12 → 13.3)
    • BlockPush decreased: (0.6 → 0.5)
    • BlockStun increased: (7 → 9)


  • Light Air Back
    • BaseKnockback decreased: (10 → 8.7)
    • KnockbackGain increased: (13.5 → 15.7)
    • BlockPush decreased: (0.8 → 0.6)
    • BlockStun increased: (7 → 9)


  • Light Air Down – Tip
    • BaseKnockback decreased: (9 → 7.5)
    • KnockbackGain increased: (10 → 11.5)


  • Light Air Down
    • BaseKnockback decreased: (9 → 8.2)
    • KnockbackGain increased: (13 → 14)


  • Light Air Forward
    • BaseKnockback decreased: (11 → 8.7)
    • KnockbackGain increased: (17 → 19.5)
    • BlockPush decreased: (0.8 → 0.6)
    • BlockStun increased: (10 → 11)
    • Damage increased: (11 → 12)


  • Light Air Up – Weak
    • BaseKnockback decreased: (9.6 → 8.6)
    • KnockbackGain increased: (9.6 → 11)


  • Light Air Up
    • BaseKnockback decreased: (14 → 9.7)
    • KnockbackGain increased: (13 → 17.5)


  • Light Down
    • Light down can only be canceled into Land down 2 from frame 12 to frame 25


  • Light Down – Slide
    • BaseKnockback decreased: (14.38 → 7.9)
    • KnockbackGain increased: (6.25 → 12.87)


  • Light Down 2
    • BaseKnockback decreased: (12.5 → 7.8)
    • KnockbackGain increased: (6.25 → 11)


  • Light Forward – Back Hit (Ground)
    • BaseKnockback decreased: (11.25 → 9.3)
    • KnockbackGain increased: (15 → 17)


  • Light Forward – Back Hit
    • BaseKnockback decreased: (10.5 → 7.8)
    • KnockbackGain increased: (11 → 13.7)


  • Light Forward – Forward Hit
    • BaseKnockback decreased: (11 → 8.7)
    • KnockbackGain increased: (18.75 → 21)


  • Light Forward – Upper Hit
    • BaseKnockback decreased: (11 → 8.4)
    • KnockbackGain increased: (17 → 19.7)


  • Light Neutral – Finisher
    • BaseKnockback decreased: (11.5 → 8.98)
    • KnockbackGain increased: (15.7 → 18.2)


  • Light Up
    • Added hitbox that allows the attack to hit shorter characters.
    • BaseKnockback decreased: (17 → 10.4)
    • KnockbackGain increased: (15.4 → 22)


  • Special Neutral Staff
    • Now reflects instead of redirecting projectiles


  • Special Forward Slime
    • The smoke bomb throw has faster startup and recovery.


  • Grab
    • Range increased from 1.2 to 1.25.


  • Grab Run
    • Total duration reduced from 42 to 39. Lunge speed slightly increased.


RAPHAEL

  • General
    • Fixed an issue where Raphael could kick and grab opponents at the same time during Special Down, making them stuck to his body.
    • Weight decreased: (1.05 → 0.95)


  • Following moves can now reverse hit:
    • Light Down
    • Charge Air Forward
    • Charge Up
    • Light Air Forward
    • Charge Forward
    • Charge Air Down


  • Light Neutral 1 and 2
    • Removed jump cancel window on first frames.


  • Special Neutral
    • Landing Lag increased from 5 to 10 frames.
    • Can’t be canceled with air dodge during the first frames anymore.


  • Charge Air Down Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage decreased: (18 → 14)
    • Angle changed: (270° → -90°)


  • Charge Air Down
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward – Sourspot
    • BaseKnockback increased: (7,5 → 10)
    • KnockbackGain increased: (18 → 18,5)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 11)


  • Charge Air Forward
    • BaseKnockback decreased: (13,5 → 13)
    • KnockbackGain increased: (18 → 19)
    • BlockDamage decreased: (17 → 13)


  • Charge Air Up
    • BlockDamage decreased: (17 → 13)


  • Charge Down Back
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (14 → 22,6)
    • BlockDamage decreased: (13 → 11)


  • Charge Down
    • BaseKnockback decreased: (14,8 → 11,5)
    • KnockbackGain increased: (15,4 → 23,3)
    • BlockDamage decreased: (15 → 12)


  • Charge Forward Release
    • BaseKnockback decreased: (17,5 → 11,5)
    • KnockbackGain increased: (18,3 → 24,7)


  • Charge Up
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (14 → 19,1)


  • Light Air Back – Sweetspot
    • BaseKnockback decreased: (12 → 11,2)
    • KnockbackGain increased: (19,5 → 20,7)


  • Light Air Down – Finisher
    • BaseKnockback decreased: (9,7 → 8,7)
    • KnockbackGain increased: (15 → 16)


  • Light Air Forward
    • BaseKnockback decreased: (13,5 → 7,9)
    • KnockbackGain increased: (10,6 → 16,2)


  • Light Air Neutral
    • BaseKnockback decreased: (12 → 8,2)
    • KnockbackGain increased: (12,6 → 16,3)


  • Light Air Up – Strong
    • BaseKnockback decreased: (12,6 → 8,3)
    • KnockbackGain increased: (10 → 14,2)


  • Light Air Up – Weak
    • BaseKnockback decreased: (10,6 → 6,4)
    • KnockbackGain increased: (10 → 13,6)


  • Light Dash – Strong
    • BaseKnockback decreased: (18,5 → 10,8)
    • KnockbackGain increased: (9 → 16,8)


  • Light Dash – Weak
    • BaseKnockback decreased: (12,5 → 8,2)
    • KnockbackGain increased: (9 → 13,2)


  • Light Down – Spin
    • BaseKnockback decreased: (15,1 → 8,6)
    • KnockbackGain increased: (7,2 → 13,93)


  • Light Down – Stab
    • BaseKnockback decreased: (12 → 7,8)
    • KnockbackGain increased: (7,8 → 12,2)


  • Light Finisher
    • BaseKnockback decreased: (10,5 → 9,3)
    • KnockbackGain increased: (14,6 → 15,83)


  • Light Forward 3
    • BaseKnockback decreased: (13,3 → 8,3)
    • KnockbackGain increased: (15,6 → 19,5)


  • Light Up
    • BaseKnockback decreased: (14,6 → 9,4)
    • KnockbackGain increased: (13 → 18,45)


  • Special Neutral Shuriken Slime
    • KnockbackGain decreased: (11,5 → 9)


JIMMY NEUTRON

  • General
    • Weight increased: (0.92 → 1)


  • Following moves can now reverse hit:
    • Light Down
    • Light Air Forward
    • Light Air Down
    • Charge Up
    • Charge Forward
    • Charge Air Up


  • Charge Air Down
    • BlockDamage increased: (1 → 8)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 8,5)
    • KnockbackGain decreased: (18 → 10)
    • Damage increased: (4 → 8)
    • BlockDamage increased: (1 → 8)


  • Charge Air Up – Late
    • BaseKnockback increased: (12 → 13)
    • KnockbackGain increased: (15 → 16,5)
    • BlockDamage increased: (1 → 10)
    • Angle changed: (70° → 75°)


  • Charge Air Up – Sourspot
    • BaseKnockback increased: (12 → 14)
    • KnockbackGain increased: (12 → 17)
    • BlockDamage increased: (1 → 11)
    • Angle changed: (70° → 75°)


  • Charge Air Up
    • BaseKnockback increased: (13 → 16)
    • KnockbackGain decreased: (18 → 17,5)
    • BlockDamage increased: (1 → 12)
    • Angle changed: (70° → 80°)


  • Charge Down 3
    • BaseKnockback decreased: (16 → 11)
    • KnockbackGain increased: (18 → 25,5)


  • Charge Forward
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (18 → 23,4)


  • Charge Up
    • BaseKnockback increased: (14,5 → 15)
    • KnockbackGain increased: (19 → 21,2)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage increased: (1 → 8)
    • Angle changed: (277° → -83°)


  • Light Air Forward
    • HitStunMinimum increased: (1 → 13)
    • BlockDamage increased: (1 → 9)


  • Light Air Up
    • BaseKnockback decreased: (13,5 → 12,5)
    • KnockbackGain increased: (15 → 16,75)


  • Light Down
    • BaseKnockback decreased: (14 → 9)
    • KnockbackGain increased: (4,6 → 16)
    • HitStunMinimum increased: (1 → 13)
    • BlockDamage increased: (1 → 6)


  • Light Forward Sweetspot
    • HitStunMinimum increased: (1 → 15)
    • BlockPush increased: (1 → 1,5)


  • Light Forward
    • BaseKnockback increased: (5,5 → 6,5)
    • KnockbackGain increased: (8 → 16)
    • HitStunMinimum increased: (1 → 15)
    • BlockPush increased: (1 → 1,2)
    • BlockStun increased: (4 → 5)


  • Light Neutral
    • KnockbackGain increased: (12 → 13)


  • Light Up Final
    • BaseKnockback increased: (8,2 → 11)
    • KnockbackGain increased: (12,3 → 15,5)
    • BlockPush increased: (0,2 → 0,6)
    • HitlagBaseOnHit increased: (0 → 9)
    • HitlagBaseOnBlock increased: (0 → 9)
    • BlockDamage increased: (1 → 8)


  • Light Up Weak
    • HitlagBaseOnHit increased: (0 → 2)
    • HitlagBaseOnBlock increased: (0 → 2)


  • Special Forward 2
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 3
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 4
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 5
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward 6
    • BaseKnockback decreased: (18 → 17)
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Forward
    • BlockPush decreased: (1 → 0)
    • BlockStun decreased: (6 → 0)


  • Special Neutral – Rocket
    • CannotRebound toggle enabled


  • Dash Grab
    • Dash grab total duration from 60 → 50
    • +2 Active frames


DANNY PHANTOM

  • General
    • Fix to Danny losing respawn invincibility after wavedashing
    • Fixed Danny’s jump anticipation being 6 frames instead of 4 frames.
    • Fixed Danny going through landing lag frames of his Special Up land while in hitlag
    • Fixed physics when exiting Special Up and going into Helpless Fall


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Forward
    • Light Air Down
    • Light Air Forward
    • Light Down
    • Special Up Land


  • Charge Air Down Turn
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)


  • Charge Air Forward
    • Fixed an issue that made the attack hit 3 times instead of 2.


  • Initial Hit
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0.3)


  • Second Hit
    • BaseKnockback decreased: (14 → 8.75)
    • KnockbackGain increased: (13 → 17)
    • HitlagBaseOnHit increased: (6 → 10)
    • HitlagBaseOnBlock increased: (6 → 10)
    • Angle changed: (31° → 50°)


  • Charge Air Up
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain increased: (13.5 → 17)
    • Angle changed: (45° → 60°)


  • Charge Down Release
    • BaseKnockback decreased: (14.4 → 11.5)
    • KnockbackGain increased: (16.3 → 22.8)


  • Charge Forward Sweet Spot
    • BaseKnockback increased: (9 → 10)
    • KnockbackGain increased: (19.5 → 21.7)
    • HitlagBaseOnHit increased: (6 → 12)
    • HitlagBaseOnBlock increased: (6 → 12)


  • Charge Forward
    • BaseKnockback increased: (8.25 → 10)
    • KnockbackGain increased: (17.5 → 20)
    • HitlagBaseOnHit decreased: (20 → 12)
    • HitlagBaseOnBlock decreased: (20 → 12)
    • BlockDamage increased: (10 → 11)
    • Angle changed: (40° → 35°)


  • Charge Up Sour
    • KnockbackGain decreased: (20.5 → 20)
    • BlockDamage increased: (8 → 10)


  • Charge Up Sweet
    • BaseKnockback increased: (11.88 → 14.2)
    • KnockbackGain increased: (20 → 22)


  • Light Air Back Sweet
    • KnockbackGain increased: (16 → 17.5)


Light Air Back

    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain increased: (14 → 15.5)


  • Light Air Down – Ice Projectile
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (8 → 10)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (8 → 10)


  • Light Air Forward 1
    • Hitbox size slightly reduced
    • Damage increased: (3 → 5)
    • BlockDamage increased: (3 → 5)


  • Light Air Neutral
    • BaseKnockback decreased: (6.25 → 5.5)
    • KnockbackGain increased: (9 → 12.5)


  • Light Air Up
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (13.3 → 16)


  • Light Down
    • BaseKnockback decreased: (12.5 → 10)
    • KnockbackGain increased: (11.25 → 13)
    • HitStunMinimum increased: (1 → 10)


  • Light Finisher
    • BaseKnockback decreased: (10.63 → 8.5)
    • KnockbackGain increased: (15.5 → 17)


  • Light Forward 2
    • BlockDamage increased: (6 → 8)


  • Light Forward
    • BaseKnockback decreased: (10 → 6.55)
    • KnockbackGain increased: (16 → 16.75)
    • HitStunMinimum increased: (1 → 6)
    • BlockDamage increased: (8 → 10)


  • Light Up – Late
    • KnockbackGain increased: (12 → 13.5)


  • Light Up – Weak
    • KnockbackGain increased: (10 → 12.5)


  • Light Up
    • BaseKnockback decreased: (14 → 11)
    • KnockbackGain increased: (13 → 16)


  • Special Down
    • Is now unblockable on both Normal and Slime versions.


  • Special_Up
    • BaseKnockback decreased: (15 → 9)
    • KnockbackGain decreased: (11.5 → 9)
    • BlockPush decreased: (2 → 0.6)
    • DirectionalInfluenceMultiplier decreased: (1.05 → 1)
    • Damage decreased: (15 → 7)
    • BlockDamage decreased: (13 → 7)


  • Special Up Land
    • BaseKnockback decreased: (12 → 9)
    • KnockbackGain decreased: (10 → 5)
    • HitStunMultiplier decreased: (1.5 → 1)
    • HitStunMinimum decreased: (2.5 → 1)
    • BlockPush decreased: (2 → 0.3)
    • BlockStun decreased: (9 → 7)
    • HitlagBaseOnHit decreased: (11 → 7)
    • HitlagBaseOnBlock decreased: (11 → 7)
    • DirectionalInfluenceMultiplier decreased: (1.3 → 1)
    • CannotRebound toggle disabled
    • Damage decreased: (13 → 6)
    • BlockDamage decreased: (13 → 6)
    • Angle changed: (50° → 70°)


  • Special Down
    • Can no longer be blocked


EMBER

  • General:
    • Weight increased: (0.95 → 1)
    • Rebalanced Cheer Meter gain on all attacks. She also now gains Cheer Meter when hitting
    • Fixes:
      • Fixed issue in which some of Ember’s attacks stopped working in the middle of a match.
      • Fixed Light Combo putting opponents in double the amount of intended hitstun frames.
      • blocking opponents (less gain than connecting hits).
      • Fixed Slime Special Up not having the multihit hitboxes
      • Improved consistency on Light Neutral String
      • Fixed issue in which pressing special up during certain frames of special forward made it not possible to use special up afterwards


  • Following moves can now reverse hit:
    • Charge Air Up
    • Charge Air Down
    • Charge Forward
    • Light Air Down
    • Light Air Forward
    • Light Down


  • Charge Air Down
    • BlockDamage decreased: (15 → 13)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 14)
    • KnockbackGain increased: (4 → 17)
    • BlockPush decreased: (1,6 → -0,8)
    • BlockStun increased: (12 → 14)
    • Damage increased: (9 → 15)
    • BlockDamage increased: (9 → 13)
    • Angle changed: (135° → 130°)


  • Charge Air Up – Second Strum
    • BaseKnockback increased: (12 → 13)
    • KnockbackGain decreased: (18 → 16,5)


  • Charge Down – Sound Waves
    • BaseKnockback increased: (7 → 11,5)
    • KnockbackGain increased: (20 → 25)
    • BlockDamage decreased: (12 → 11)


  • Charge Down – Stomp
    • BaseKnockback increased: (10 → 12)
    • KnockbackGain increased: (20 → 27)
    • BlockDamage decreased: (12 → 11)


  • Charge Forward
    • BaseKnockback decreased: (18 → 12,5)
    • KnockbackGain increased: (19 → 26)
    • AnimatorBooleanCondition removed: CheerHitbox


  • Charge Up – Finisher
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (20 → 20,5)
    • BlockDamage decreased: (13 → 12)


  • Light Air Down – Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • BlockDamage decreased: (14 → 12)
    • Angle changed: (290° → -70°)


  • Light Air Forward – Spike
    • BlockDamage decreased: (16 → 13)


  • Light Air Forward
    • KnockbackGain increased: (20 → 21)


  • Light Air Up
    • KnockbackGain increased: (10 → 12)
    • On hit SFX change


  • Light Combo
    • BaseKnockback decreased: (3 → 2,5)
    • HitStunMultiplier decreased: (2 → 1)
    • HitStunMinimum increased: (15 → 16)
    • BlockStun decreased: (15 → 10)
    • HitlagBaseOnBlock decreased: (7 → 6)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • FixedKnockback increased: (0 → 5)
    • Damage decreased: (4 → 3)
    • BlockDamage decreased: (3 → 1)
    • Angle changed: (170° → 145°)


  • Light Dash
    • BaseKnockback decreased: (18,5 → 12)
    • KnockbackGain increased: (10 → 17)


  • Light Finisher
    • BaseKnockback decreased: (17 → 9)
    • KnockbackGain increased: (4 → 15)


  • Light Forward
    • BaseKnockback increased: (9 → 11)
    • KnockbackGain increased: (18 → 19)
    • BlockDamage decreased: (13 → 12)


  • Light Neutral
    • KnockbackGain decreased: (4 → 0,01)
    • DirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0,01)
    • Angle changed: (85° → 145°)
    • On Hit SFX changed


  • Light Up
    • Now cancelable on frame 46


  • Light Up – Finisher
    • BaseKnockback decreased: (20 → 13)
    • KnockbackGain increased: (11 → 18)


  • Special Down
    • SpecialAngle changed: (Sakurai_361 → None)
    • Angle changed: (45° → 90°)


  • Special Neutral – Cheer Boosted
    • BaseKnockback increased: (14 → 15)
    • KnockbackGain increased: (15 → 17)
    • HitlagBaseOnHit increased: (9 → 14)
    • SpecialAngle changed: (Sakurai_361 → None)
    • Projectile size increased


  • Special Up Cheer Booster
    • Increased vertical height and starts grabbing edge at frame 18.


LUCY LOUD

  • General:
    • Lucy’s Landing lag values are now different on her Light Aerials depending on Stance:
    • Crowd push radius reduced from 1 to 0.7.
    • Made follow ups more difficult during normal mode.
    • Added different landing lag values for light aerials depending on stance.


  • Light Air Back
    • Ghost (4 → 7)
    • Normal (4 → 8)
    • Vampire (4 → 9)


  • Light Air Down
    • Ghost (10)
    • Normal (10 → 12)
    • Vampire (10 → 13)


  • Light Air Forward
    • Ghost (9)
    • Normal (9 → 11)
    • Vampire (9 → 12)


  • Light Air Neutral
    • Ghost (7)
    • Normal (7 → 8)
    • Vampire (7 → 9)


  • Light Air Up
    • Ghost (6)
    • Normal (6 → 8)
    • Vampire (6 → 10)


  • Following moves can now reverse hit:
    • Charge Air Down (Normal, Ghost, Vampire)
    • Charge Air Forward (Normal, Ghost, Vampire)
    • Charge Air Up (Normal, Ghost, Vampire)
    • Charge Down (Normal, Ghost, Vampire)
    • Charge Up (Normal, Ghost, Vampire)
    • Light Air Down – Spike (Vampire)
    • Light Forward (Normal, Ghost, Vampire)


  • Charge Air Down Tipper – Normal
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (285° → -75°)


  • Charge Air Down Tipper – Vampire
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward
    • Now has less range in vampire mode.


  • Charge Air Forward Strong – Ghost
    • BlockDamage decreased: (12 → 11)


  • Charge Air Forward Strong – Normal
    • BaseKnockback decreased: (14 → 10)
    • KnockbackGain decreased: (20 → 18.5)
    • BlockDamage decreased: (15 → 12)


  • Charge Air Forward Vampire
    • Hitboxes reduced and new smaller VFX


  • Strong Hit
    • BaseKnockback decreased: (18.2 → 14.5)
    • KnockbackGain increased: (20 → 21.1)
    • BlockDamage decreased: (15 → 12)


  • Charge Air Up
    • Can stall only once per airtime.
    • Air Speed is now multiplied by x0.5
    • Total duration increased from 35 to 49
    • Landing lag increased from 15 to 17


  • Charge Air Up – Finisher – Ghost
    • BaseKnockback decreased: (18 → 12)
    • KnockbackGain increased: (8 → 14)
    • Angle changed: (55° → 60°)


  • Charge Air Up – Finisher – Normal
    • BaseKnockback increased: (10 → 17)
    • KnockbackGain decreased: (16.8 → 12)
    • Angle changed: (65° → 55°)


  • Charge Air Up – Finisher – Vampire
    • BaseKnockback increased: (12 → 14)
    • KnockbackGain decreased: (16.8 → 16)
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (65° → 88°)


  • Charge Down – Ghost
    • BaseKnockback increased: (9.6 → 10.5)
    • KnockbackGain increased: (14 → 23)
    • BlockDamage decreased: (15 → 12)


  • Charge Down – Normal
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (17.4 → 23.4)
    • BlockDamage decreased: (17 → 13)


  • Charge Down – Vampire
    • BaseKnockback decreased: (14.4 → 11.5)
    • KnockbackGain increased: (18.4 → 24.1)
    • BlockDamage decreased: (18 → 14)


  • Charge Forward Vampire
    • BaseKnockback decreased: (14.4 → 11)
    • KnockbackGain increased: (18.8 → 25.6)
    • Damage increased: (10 → 16)
    • BlockDamage increased: (10 → 13)


  • Charge Up – Normal
    • BaseKnockback increased: (10.8 → 13)
    • KnockbackGain decreased: (21.4 → 20.4)
    • BlockDamage decreased: (17 → 13)
    • Angle changed: (80.2° → 80°)


  • Charge Up – Vampire
    • BaseKnockback increased: (13.5 → 15)
    • KnockbackGain increased: (21.4 → 22.3)
    • Angle changed: (80.2° → 80°)


  • Grab Throw Down – Normal
    • BaseKnockback increased: (12.6 → 21)
    • KnockbackGain decreased: (15 → 9)


  • Grab Throw Up – Normal
    • BaseKnockback increased: (21 → 23.5)
    • Angle changed: (105° → 90°)


  • Light Air Down
    • Removed Spike Hitbox on Normal version
    • Vampire now only spikes on the first frame, spike is now only on the bottom hitbox.


  • Light Air Down – Normal
    • BaseKnockback increased: (12.5 → 18.7)
    • KnockbackGain decreased: (13 → 9)
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (68° → 55°)


  • Light Air Down – Spike Tip – Vampire
    • BaseKnockback increased: (6 → 10)
    • KnockbackGain increased: (5 → 9.5)
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage decreased: (8 → 3)
    • Angle changed: (300° → -60°)


  • Light Forward Air
    • Increased Startup: (7 → 8)
    • Increased total duration from: (31 → 37)


  • Light Air Forward – Ghost
    • KnockbackGain decreased: (14 → 13)
    • Damage decreased: (8 → 6)
    • BlockDamage decreased: (8 → 6)


  • Light Air Forward – Normal
    • BaseKnockback increased: (13 → 16.5)
    • KnockbackGain decreased: (15 → 11)
    • Damage decreased: (8 → 7)
    • BlockDamage decreased: (8 → 7)
    • Angle changed: (40° → 58.61°)


  • Light Air Up – Normal
    • BaseKnockback increased: (10 → 14.4)
    • KnockbackGain decreased: (15 → 13)
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (70° → 75°)


  • Light Air Up – Vampire
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (70° → 75°)


  • Light Neutral
    • Can no longer jump cancel during this state


  • Light Forward – Ghost
    • KnockbackGain decreased: (16 → 14.1)


  • Light Forward – Normal
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain decreased: (16 → 13.6)


  • Light Forward – Vampire
    • BaseKnockback decreased: (14.4 → 13.4)
    • KnockbackGain decreased: (16 → 13.2)


  • Special Neutral
    • Physics changed to match Ghost and Vampire versions.


  • Special Forward Normal – Finisher
    • Damage increased: (9 → 13)
    • BlockDamage increased: (9 → 13)


  • Special Forward Normal – Startup
    • Damage increased: (4 → 6)
    • BlockDamage increased: (1 → 6)


  • Special Up Vampire – Startup Slime
    • Angle changed: (290° → -70°)


GARFIELD

  • General
    • Initial impulse force was decreased from 10 to 6.5 when starting a Dash
    • Initial dash speed reduced from 10 to 6.5.
    • Fixed an issue that made it possible to air dodge out of the first frame of jump anticipation when jumping out of Neutral Special.
    • Max Acceleration reduced from 32 to 28.
    • Ground Friction increased (1.2 → 1.5)
    • Run Speed Decreased from (1.1 → 0.9)
    • Air Acceleration from (1.55 → 1.3)
    • Air Friction (0.6 → 0.7)
    • Air Speed (1.2 → 1.17)
    • Weight increased: (0.9 → 0.95)


  • Sugar Rush
    • Initial dash during the sugar rush is now 1.1
    • Bonus speed increased from 20% to 35%


  • Grab Pummel
    • Food meter gain increased from 3% to 4%.


  • Following moves can now reverse hit:
    • Charge Air Forward
    • Charge Down


  • Charge Air Down
    • KnockbackGain decreased: (12 → 11)


  • Charge Air Forward
    • BaseKnockback decreased: (16.5 → 11.5)
    • KnockbackGain increased: (16 → 18.8)
    • Now fills up the food meter by 16% on hit.


  • Charge Air Up – Finisher
    • BaseKnockback increased: (13 → 14)
    • KnockbackGain increased: (15 → 15.6)


  • Charge Down – Tipper
    • BaseKnockback decreased: (16 → 10)
    • KnockbackGain increased: (18.7 → 23)
    • BlockDamage decreased: (13 → 11)
    • Angle changed: (46° → 45°)


  • Charge Down – Weak
    • Angle changed: (56° → 55°)


  • Charge Forward – Sweetspot
    • BaseKnockback decreased: (15.6 → 10)
    • KnockbackGain increased: (14.5 → 22.6)


  • Charge Up – Sweetspot
    • BaseKnockback decreased: (14.2 → 13)
    • KnockbackGain decreased: (22 → 20.5)
    • Angle changed: (110° → 100°)


  • Charge Up – Weak
    • Angle changed: (100° → 95°)


  • Light Air Back – Initial
    • BaseKnockback decreased: (11 → 9)
    • KnockbackGain increased: (15 → 17)
    • Landing Lag increased: (10 → 12)
    • Auto-cancel window before landing increased: (Frame 30 → Frame 32)


  • Light Air Back – Lingering
    • BaseKnockback decreased: (9 → 8)
    • KnockbackGain increased: (9 → 10)


  • Light Air Down
    • Landing Lag increased: (10 → 11)


  • Light Air Forward
    • BaseKnockback increased: (11 → 12)
    • KnockbackGain increased: (9 → 13)
    • Damage decreased: (11 → 7)
    • BlockDamage decreased: (10 → 7)
    • Angle changed: (55° → 50°)


  • Light Air Neutral – Initial
    • BaseKnockback decreased: (11 → 8)
    • KnockbackGain increased: (8 → 11)
    • Damage increased: (6 → 7)
    • BlockDamage increased: (6 → 7)


  • Light Neutral – Finisher
    • KnockbackGain decreased: (11 → 9.5)


  • Light Forward
    • Now has an additional hitbox allowing it to hit lower on the first active frame
    • The outermost hitbox was slightly expanded, giving the move a bit more range and height
    • Added very slight forward movement


  • Light Dash
    • Hitbox size reduced on both Sweetspot and Sourspot to prevent hitting ledge hanging opponents


  • Light Up – Late
    • BaseKnockback increased: (1 → 8)
    • KnockbackGain increased: (1 → 14)
    • BlockPush decreased: (1 → 0.6)
    • BlockStun increased: (1 → 8)
    • Hitlag Base Hit increased: (1 → 6)
    • HitlagBaseOnBlock increased: (1 → 6)
    • InstigatorAdvantageOnHit decreased: (1 → 0)
    • InstigatorAdvantageOnBlock decreased: (1 → 0)
    • DirectionalInfluenceMultiplier increased: (1 → 2)
    • Angle changed: (0° → 85°)


  • Special Neutral
    • HitStunMinimum decreased: (24 → 22)
    • Hitlag Base Hit decreased: (4 → 3)
    • HitlagBaseOnBlock decreased: (4 → 3)
    • Hitstop reduced from 4 to 3.
    • Hitstun changed from 24 to 22 without sugar rush and 25 with sugar rush.
    • Food meter gained on hit increased from 5% to 8%.


  • Special Down
    • Fixed an issue where the Ex version didn’t activate sugar rush if Garfield’s food meter was completely empty.


GERALD

  • Crowd push radius reduced from 1 to 0.65.
    • Fixed an issue where Charge Forward was ignoring knockback when opponents were on the Down State


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Air Forward
    • Charge Air Up
    • Charge Down
    • Charge Forward
    • Charge Up
    • Light Air Forward
    • Light Down


  • Charge Air Down Finisher
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (300° → -60°)


  • Charge Air Forward – Sweetspot
    • BaseKnockback decreased: (15 → 14.75)
    • KnockbackGain increased: (18 → 22.2)
    • BlockDamage decreased: (14 → 12)


  • Charge Air Forward
    • BaseKnockback decreased: (14.5 → 11.5)
    • KnockbackGain increased: (6.7 → 18.8)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 11)
    • Angle changed: (75° → 55°)
    • Start up reduced by 1 frame.
    • Active frames increased by 1 frame.
    • Hitboxes adjusted, slightly extending the range.


  • Charge Air Up – Setup Left
    • BaseKnockback increased: (7 → 13)
    • Angle changed: (40° → 30°)


  • Charge Air Up – Setup Right
    • BaseKnockback increased: (7 → 13)
    • Angle changed: (140° → 120°)


  • Charge Air Up – Setup Up
    • BaseKnockback increased: (7 → 13)


  • Charge Air Up Finisher
    • Final hit now has a larger hitbox to make it connect more consistently.
    • BaseKnockback decreased: (17.5 → 15)
    • KnockbackGain increased: (9 → 16.8)
    • Angle changed: (67° → 80°)


  • Charge Down Finisher
    • BaseKnockback decreased: (18 → 11.5)
    • KnockbackGain increased: (15 → 24.7)
    • BlockStun increased: (6 → 10)


  • Charge Down MultiHit
    • BlockStun increased: (6 → 10)
    • HitBoxSpecialBehaviour changed: (Attract → None)
    • Angle changed: (60° → 120°)


  • Charge Forward – Strong
    • BaseKnockback decreased: (16 → 11)
    • KnockbackGain increased: (18 → 23)
    • BlockDamage decreased: (23 → 17)


  • Charge Forward
    • BaseKnockback decreased: (14.9 → 10.5)
    • KnockbackGain increased: (18 → 22)
    • KnockbackIgnoreDownState toggle disabled
    • Angle changed: (38° → 35°)


  • Charge Up – Soundwaves
    • Angle changed: (79° → 80°)


  • Charge Up Start
    • BaseKnockback decreased: (17 → 12.3)
    • KnockbackGain increased: (15 → 20.5)
    • BlockDamage decreased: (12 → 11)


  • Grab Throw Up
    • KnockbackGain increased: (6 → 12)


  • Light Air Down
    • KnockbackGain increased: (7.7 → 16)
    • Damage increased: (7 → 8)
    • BlockDamage increased: (7 → 8)
    • Angle changed: (50° → 51°)


  • Light Air Forward 1
    • 1st hit now pops people up instead of using auto-link angle.
    • BKB decreased from 14.4 to 12.5.
    • HitStunMultiplier decreased: (0.27 → 0.01)
    • FixedKnockback decreased: (12.9 → 0)
    • Damage increased: (4 → 5)
    • BlockDamage increased: (4 → 5)
    • changed: (Autolink_367 → Autolink_366)
    • Angle changed: (45° → 50°)


  • Light Air Forward 2
    • BlockStun decreased: (9 → 8)
    • Damage increased: (6 → 7)
    • BlockDamage increased: (6 → 7)
    • Angle changed: (55° → 48°)


  • Light Air Neutral Lingering
    • Damage increased: (7 → 8)
    • BlockDamage increased: (7 → 8)


  • Light Air Neutral Strong
    • KnockbackGain increased: (16.5 → 18)
    • Damage increased: (10 → 12)
    • BlockDamage increased: (10 → 12)


  • Light Air Up Finisher
    • BaseKnockback decreased: (15.5 → 11.5)
    • KnockbackGain increased: (9.8 → 15.8)


  • Light Dash Normal
    • KnockbackGain decreased: (1 → 0)
    • HitStunMinimum increased: (15 → 16)
    • FixedKnockback decreased: (12.5 → 7.5)
    • Damage decreased: (7 → 5)
    • BlockDamage decreased: (7 → 5)


  • Light Dash Touch Down
    • BaseKnockback decreased: (15 → 9)
    • KnockbackGain increased: (9 → 15)
    • KnockbackIgnoreDownState toggle disabled
    • Damage increased: (10 → 11)
    • BlockDamage increased: (10 → 11)


  • Light Down
    • First Actionable Frame increased: (25 → 30).
    • Frame 25 is still actionable On Hit.


  • Light Forward
    • Total duration increased from 24 frames to 26.
    • BaseKnockback decreased: (16 → 10)
    • KnockbackGain increased: (5.4 → 18)
    • Damage increased: (7 → 9)
    • BlockDamage increased: (7 → 9)
    • Angle changed: (35° → 40°)


  • Light Up
    • Hitbox and hurtbox adjusted to anti-air more consistently
    • KnockbackGain increased: (8.9 → 12)


  • Special Forward Slime
    • Reduced velocity while airborne to match that of the grounded version
    • Lowered Gravity while airborne


  • Special Forward Down MultiHit
    • HitStunMinimum increased: (1 → 6)
    • SpecialAngle changed: (Autolink_366 → Autolink_367)


  • Special Forward Up
    • Decreased First Actionable Frame: (50 → 40)
    • Added Intangibility on left arm, legs and body from frame 6 to frame 27.


  • Special Up Finisher
    • Angle changed: (325° → -35°)


JENNY

  • General
    • Weight decreased: (1.05 → 1)


  • Following moves can now reverse hit:
    • Charge Air Down
    • Charge Down
    • Charge Forward
    • Charge Up
    • Light Down
    • Special Neutral


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward
    • BlockStun increased: (9 → 15)
    • Damage increased: (18 → 20)
    • BlockDamage decreased: (18 → 15)


  • Charge Air Up Finisher
    • BaseKnockback increased: (15.7 → 16)
    • KnockbackGain increased: (16.5 → 16.8)


  • Charge Down 1st
    • BlockDamage increased: (1 → 4)


  • Charge Down
    • BaseKnockback decreased: (14 → 12.5)
    • KnockbackGain increased: (17 → 27.9)
    • BlockDamage increased: (1 → 8)


  • Charge Forward 1
    • HitStunMinimum increased: (9 → 10)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • DirectionalInfluenceMultiplier decreased: (1 → 0)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
    • FixedKnockback increased: (0.5 → 7)
    • BlockDamage increased: (1 → 4)
    • Angle changed: (90° → 89°)
    • VictimDirection changed: (FaceAway → Unchanged)


  • Charge Forward 2
    • BaseKnockback decreased: (15 → 10.5)
    • KnockbackGain increased: (21 → 23.5)
    • BlockDamage increased: (1 → 7)


  • Charge Up Back 2nd Part
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain increased: (17 → 20.1)
    • BlockDamage increased: (1 → 11)


  • Charge Up
    • BaseKnockback decreased: (15 → 14)
    • KnockbackGain increased: (19 → 21.6)
    • BlockDamage decreased: (12 → 11)


  • Grab Throw Back
    • KnockbackGain decreased: (17.5 → 14.8)


  • Light Air Back
    • Light Back Air Landing Lag increased from 11 to 13


  • Sweetspot
    • BlockStun increased: (6 → 8)


  • Sourspot
    • BaseKnockback increased: (11 → 12)
    • BlockStun decreased: (12 → 8)
    • Angle changed: (48.8° → 60°)


  • Light Air Down Center
    • BlockPush decreased: (0.5 → 0.35)


  • Light Air Down Land
    • Fixed an issue where landing lag was consumed during hitlag.
    • BlockPush decreased: (1 → 0.6)
    • BlockStun increased: (3 → 7)


  • Light Air Down Launcher
    • KnockbackGain increased: (12 → 14.5)
    • HitStunMinimum increased: (1 → 10)


  • Light Air Down Left
    • BlockPush decreased: (0.6 → 0.35)


  • Light Air Down Right
    • BlockPush decreased: (0.6 → 0.35)


  • Light Air Forward Launcher
    • BaseKnockback decreased: (12.6 → 12)
    • KnockbackGain increased: (12.4 → 14.2)


  • Light Air Neutral – Late
    • BaseKnockback decreased: (7.7 → 6.8)
    • KnockbackGain increased: (10 → 13)
    • HitStunMinimum increased: (1 → 10)


  • Light Air Neutral
    • BaseKnockback decreased: (10.6 → 9.6)
    • KnockbackGain increased: (15.6 → 17.6)


  • Light Air Up
    • BaseKnockback decreased: (11.8 → 11.4)
    • KnockbackGain increased: (12.5 → 14)


  • Light Down
    • BaseKnockback decreased: (10.2 → 9)
    • KnockbackGain increased: (10.5 → 16.75)
    • HitStunMinimum increased: (1 → 18)
    • BlockDamage increased: (2 → 3)


  • Light Finisher High
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (10.8 → 13.5)


  • Light Finisher Low
    • BaseKnockback decreased: (12.5 → 9.5)
    • KnockbackGain decreased: (4 → 2)
    • HitlagBaseOnHit increased: (8 → 13)
    • HitlagBaseOnBlock increased: (8 → 13)


  • Light Finisher
    • BaseKnockback decreased: (12.5 → 10.2)
    • KnockbackGain increased: (10.8 → 13.5)


  • Light Forward Back
    • BlockDamage increased: (1 → 6)


  • Light Forward Front
    • BaseKnockback decreased: (14 → 6.55)
    • KnockbackGain increased: (8.2 → 17.5)
    • HitStunMinimum increased: (1 → 20)
    • BlockDamage increased: (1 → 8)


  • Light Neutral 2
    • KnockbackGain decreased: (6.7 → 0)
    • SpecialAngle changed: (Autolink_366 → None)
    • Angle changed: (89° → 85°)
    • VictimDirection changed: (FaceAway → FaceTowards)


  • Light Neutral
    • KnockbackGain decreased: (1 → 0)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • FixedKnockback increased: (0 → 5)
    • SpecialAngle changed: (Autolink_366 → None)
    • HitBoxSpecialBehaviour changed: (None → Attract)
    • Angle changed: (89° → 145°)


  • Light Up – Launch
    • BaseKnockback decreased: (13.8 → 10.5)
    • KnockbackGain increased: (8.5 → 17.5)
    • HitStunMinimum increased: (1 → 10)


  • Special Forward Air
    • KnockbackGain increased: (14.8 → 16.8)
    • InstigatorAdvantageOnHit decreased: (0 → -8)


  • Special Forward
    • KnockbackGain increased: (15.3 → 17.3)
    • InstigatorAdvantageOnHit decreased: (0 → -5)


NIGEL

  • General
    • Weight Increased: (0.7 → 0.75)


  • Following moves can now reverse hit:
    • Charge Air Forward
    • Charge Down
    • Charge Forward
    • Light Air Forward
    • Charge Air Down


  • Charge Air Down -Weak
    • Can no longer redirect projectiles on late hits.
    • Hitbox significantly reduced. Especially on the later frames
    • BlockStun decreased: (10 → 5)
    • Total First Actionable Frame increased from Frame 42 to Frame 47


  • Charge Air Forward Tipper
    • BaseKnockback decreased: (14 → 9.75)
    • KnockbackGain increased: (15 → 18)


  • Charge Air Forward
    • BaseKnockback decreased: (13 → 8.5)
    • KnockbackGain decreased: (11 → 10)


  • Charge Down Body
    • BaseKnockback decreased: (10.5 → 10)
    • KnockbackGain increased: (12.5 → 21.8)


  • Charge Down Gravel Back
    • BaseKnockback decreased: (11 → 10)
    • KnockbackGain increased: (9 → 15)
    • Angle changed: (162° → 20°)


  • Charge Down Gravel Forward
    • BaseKnockback decreased: (11 → 10)
    • KnockbackGain increased: (8.38 → 15)
    • Angle changed: (19° → 20°)


  • Charge Forward 1
    • BaseKnockback increased: (3 → 5)
    • KnockbackGain decreased: (1.3 → 0)
    • HitStunMinimum increased: (1 → 10)
    • BlockPush increased: (1 → 1.6)
    • BlockStun decreased: (14 → 6)
    • Hitlag Base Hit decreased: (16 → 15)
    • HitlagBaseOnBlock decreased: (16 → 15)
    • InstigatorAdvantageOnHit decreased: (0 → -2)
    • DirectionalInfluenceMultiplier decreased: (1 → 0)
    • SmashDirectionalInfluenceMultiplier decreased: (1 → 0)
    • FixedKnockback increased: (0 → 7)
    • ChargeAttack.BaseKnockback increased: (1 → 1.55)
    • ChargeAttack.KnockbackGain increased: (1 → 1.2)
    • Improved consistency to connect into Finisher Hit
    • Damage decreased: (6 → 4)
    • BlockDamage decreased: (3 → 1)
    • Angle changed: (80° → 89°)


  • Charge Forward 2
    • BaseKnockback decreased: (13 → 10.7)
    • KnockbackGain increased: (19 → 22)


  • Charge Up
    • Angle changed: (75° → 80°)


  • Light Air Back – Weak
    • BlockPush decreased: (1 → 0.5)


  • Light Air Back
    • KnockbackGain increased: (16.5 → 18.5)
    • BlockPush decreased: (1 → 0.7)


  • Light Air Down 1
    • KnockbackGain increased: (7 → 13)
    • BlockPush decreased: (1 → 0.4)


  • Light Air Down 2
    • BlockPush decreased: (1 → 0.3)


  • Light Air Forward Finisher
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (15 → 17)
    • BlockDamage increased: (1 → 2)


  • Light Air Forward MultiHit Ground
    • BlockPush decreased: (0.2 → 0.1)


  • Light Air Forward MultiHit
    • BlockPush decreased: (0.2 → 0.1)


  • Light Air Neutral Strong
    • BaseKnockback decreased: (10 → 8)
    • KnockbackGain increased: (13.5 → 15.5)
    • BlockPush decreased: (1 → 0.6)
    • Damage decreased: (12 → 11)
    • Angle changed: (47° → 45°)


  • Light Air Neutral Weak
    • BaseKnockback decreased: (9.7 → 7.7)
    • KnockbackGain increased: (8.38 → 12)
    • BlockPush decreased: (1 → 0.35)
    • Damage decreased: (9 → 7)
    • BlockDamage decreased: (9 → 7)
    • Angle changed: (47° → 45°)


  • Light Air Up
    • BlockPush decreased: (1 → 0.5)


  • Light Dash Strong Hit
    • BaseKnockback decreased: (14 → 10)
    • KnockbackGain increased: (13 → 17)
    • Angle changed: (28° → 42°)


  • Light Down Tipper
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (5.5 → 14)
    • HitlagBaseOnHit increased: (10 → 17)
    • HitlagBaseOnBlock increased: (6 → 13)


  • Light Down
    • KnockbackGain increased: (6.75 → 10.75)


  • Light Forward – Late
    • Angle changed: (45° → 55°)


  • Light Forward
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (8 → 14)


  • Light Up Start
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (11.5 → 14.5)


  • Light Dash
    • Initial lunge force reduced from 13 to 11. Slower movement and less total distance


  • Special Down
    • BaseKnockback decreased: (27 → 26)


EL TIGRE

  • General
    • Weight decreased: (0.78 → 0.75)
    • Helpless fall adjustments


  • Following moves can now reverse hit:
    • Charge Air Forward
    • Charge Forward
    • Light Air Down
    • Light Air Forward
    • Light Down


  • Charge Air Down – Spike
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Angle changed: (285° → -75°)


  • Charge Air Forward
    • BaseKnockback decreased: (13,6 → 10)
    • KnockbackGain increased: (17,5 → 18,5)
    • BlockPush decreased: (1,6 → 1,2)
    • BlockDamage increased: (1 → 8)


  • Charge Air Up – Head
    • BaseKnockback increased: (8 → 9)
    • KnockbackGain decreased: (17,5 → 16,5)
    • BlockDamage decreased: (12 → 11)


  • Charge Air Up Strong
    • BaseKnockback increased: (10 → 13)
    • KnockbackGain decreased: (19 → 16,5)
    • BlockDamage decreased: (12 → 11)


  • Charge Down Back
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (18 → 20,9)
    • BlockDamage decreased: (15 → 12)


  • Charge Down Front
    • BaseKnockback decreased: (13 → 11)
    • KnockbackGain increased: (18 → 20,9)
    • BlockDamage decreased: (15 → 12)


  • Charge Forward
    • BaseKnockback decreased: (12,4 → 10,5)
    • KnockbackGain increased: (20 → 23,2)
    • BlockDamage decreased: (17 → 13)


  • Charge Up – Late
    • BaseKnockback increased: (11,6 → 12,5)
    • KnockbackGain increased: (5 → 19)


  • Charge Up
    • BaseKnockback increased: (13 → 15)
    • KnockbackGain decreased: (21,6 → 21)
    • BlockDamage decreased: (17 → 14)


  • Grab Throw Back
    • KnockbackGain increased: (9,1 → 10)
    • Increased total frames from 58 to 67


  • Grab Throw Up – Claws
    • KnockbackGain increased: (5,7 → 8)
    • Reversible toggle disabled
    • Angle changed: (70° → 110°)


  • Helpless Fall
    • Adjusted floatiness at the start of the state


  • Light Air Back – Sweetspot
    • BaseKnockback increased: (10 → 11)
    • KnockbackGain increased: (14 → 17,5)


  • Light Air Back – Weak
    • KnockbackGain increased: (6,9 → 10,9)


  • Light Air Back
    • KnockbackGain increased: (15 → 17,5)


  • Light Air Down – Air
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)
    • Damage decreased: (18 → 14)
    • BlockDamage decreased: (18 → 12)


  • Light Air Forward
    • BaseKnockback decreased: (13 → 10)
    • KnockbackGain increased: (13 → 18)
    • Angle changed: (62° → 55°)
    • Hitboxes size slightly decreased


  • Light Finisher
    • KnockbackGain decreased: (10 → 9)


  • Light Forward
    • BaseKnockback decreased: (14,5 → 9)
    • KnockbackGain increased: (13 → 18)


  • Light Up
    • BaseKnockback decreased: (12 → 10)
    • KnockbackGain increased: (13 → 15)
    • HitlagBaseOnHit increased: (9 → 10)
    • HitlagBaseOnBlock increased: (9 → 10)


  • Special Up
    • Now travels less distance and goes into Helpless Fall quicker


  • Slime Special Up
    • Travels less distance and goes into Helpless Fall quicker


GRANDMA GERTIE

  • General
    • Fixed low-res sky during ultimate attack.
    • Added additional VFX to her items.


  • Charge Air Forward – Clean
    • BaseKnockback decreased: (13 → 12)
    • BlockDamage decreased: (15 → 12)
    • Angle changed: (29° → 32°)


  • Charge Air Forward – Early
    • BaseKnockback decreased: (12 → 11)
    • BlockDamage decreased: (13 → 11)
    • Angle changed: (35° → 38°)


  • Charge Air Forward – Late
    • BaseKnockback decreased: (11 → 10)
    • Damage decreased: (13 → 11)
    • BlockDamage decreased: (13 → 10)
    • Angle changed: (43° → 44°)


  • Charge Air Up – Base
    • BaseKnockback decreased: (18 → 14)
    • Angle changed: (63° → 65°)


  • Charge Air Up – Late
    • BaseKnockback decreased: (17 → 12)
    • KnockbackGain increased: (14 → 17)


  • Charge Air Up – Wave
    • BaseKnockback decreased: (16.25 → 13)
    • KnockbackGain increased: (14 → 16)


  • Charge Air Down
    • Start Up From 6 to 8 Frames
    • Impulse reduced on the last frames on release
    • +2 recovery frames


  • Charge Down – Clean
    • BaseKnockback decreased: (15 → 11)
    • KnockbackGain increased: (19 → 24)
    • Angle changed: (68° → 65°)


  • Charge Down – Late
    • BaseKnockback decreased: (13 → 10.5)
    • KnockbackGain increased: (18 → 24)
    • Angle changed: (52° → 50°)


  • Charge Forward – Base
    • BaseKnockback decreased: (12 → 9)
    • KnockbackGain increased: (18 → 23.2)
    • BlockPush decreased: (1 → 0.8)
    • Angle changed: (42° → 43°)


  • Charge Forward – Middle
    • BaseKnockback decreased: (12.6 → 10)
    • KnockbackGain increased: (19.8 → 24.4)
    • BlockPush decreased: (1.2 → 1)


  • Charge Forward – Tip
    • BaseKnockback decreased: (15.6 → 11)
    • KnockbackGain increased: (19 → 25.6)
    • BlockPush decreased: (1.4 → 1.2)


  • Charge Up – Base
    • BaseKnockback increased: (13.2 → 14)
    • KnockbackGain increased: (15.6 → 21.3)
    • Angle changed: (70° → 80°)


  • Charge Up – Middle
    • BaseKnockback increased: (14 → 15)
    • KnockbackGain increased: (18 → 22.3)
    • Angle changed: (71° → 80°)


  • Charge Up – Tip
    • KnockbackGain increased: (18 → 23.5)
    • Angle changed: (71° → 80°)


  • Light Air Back – Clean Base
    • BaseKnockback decreased: (14 → 10.3)
    • KnockbackGain increased: (19 → 22.7)


  • Light Air Back – Clean Tip
    • BaseKnockback decreased: (13 → 8.9)
    • KnockbackGain increased: (19 → 23.2)


  • Light Air Back – Late Base
    • BaseKnockback decreased: (9 → 7.9)
    • KnockbackGain increased: (10 → 11.2)


  • Light Air Back – Late Tip
    • BaseKnockback decreased: (9 → 8.65)
    • KnockbackGain increased: (13 → 13.4)


  • Light Air Down
    • Landing lag (10 → 11)


  • Light Air Down – Left
    • BaseKnockback decreased: (12 → 8.4)
    • KnockbackGain increased: (8 → 11.8)
    • Reversible


  • Light Air Down – Right
    • BaseKnockback decreased: (12 → 8.4)
    • KnockbackGain increased: (8 → 11.8)
    • Reversible


  • Light Air Forward – Clean
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (19 → 21)
    • Hitlag Base Hit decreased: (30 → 25)
    • HitlagBaseOnBlock increased: (24 → 25)
    • InstigatorAdvantageOnHit increased: (0 → 4)


  • Light Air Forward – Late
    • BaseKnockback decreased: (12 → 10.3)
    • KnockbackGain increased: (13.2 → 14.85)


  • Light Air Neutral – Kick
    • BaseKnockback decreased: (10 → 6.2)
    • KnockbackGain increased: (2 → 5.9)


  • Light Air Neutral – Punch
    • BaseKnockback decreased: (12 → 8.7)
    • KnockbackGain increased: (18 → 21.5)


  • Light Air Up – Clean
    • BaseKnockback decreased: (15 → 9.7)
    • KnockbackGain increased: (12.6 → 18.2)


  • Light Air Up – Late
    • BaseKnockback decreased: (10 → 6.2)
    • KnockbackGain increased: (6 → 9.7)


  • Light Down – Clean
    • BaseKnockback decreased: (10 → 8.1)
    • KnockbackGain increased: (16 → 17.2)
    • BlockStun decreased: (11 → 8)
    • Angle changed: (78.9° → 76.5°)


  • Light Down – Early
    • BaseKnockback decreased: (11 → 8.3)
    • KnockbackGain increased: (10 → 12.7)
    • Angle changed: (69.4° → 58°)


  • Light Down – Late
    • BaseKnockback decreased: (8 → 6.8)
    • KnockbackGain increased: (9 → 10.4)
    • Angle changed: (61.7° → 45°)


  • Light Forward – Body
    • BaseKnockback decreased: (10 → 7.5)
    • KnockbackGain increased: (14 → 16)
    • Damage decreased: (11 → 10)
    • BlockDamage decreased: (11 → 10)


  • Light Forward – Hand
    • BaseKnockback decreased: (15 → 9)
    • KnockbackGain increased: (15 → 19.8)


  • Light Up – Base Ground
    • BaseKnockback decreased: (10 → 8.6)
    • KnockbackGain increased: (14 → 15.5)


  • Light Up – Tip Ground
    • BaseKnockback decreased: (9.5 → 8.6)
    • KnockbackGain increased: (16 → 17)


  • Special Forward
    • Land cancel ground friction increased
    • Grounded Version from 60 to 40 X velocity
    • Air Version X Velocity decreased: (40 → 30)
    • No longer cancellable while airborne.


  • Special Forward
    • Autocancel landing side special without recovery fixed.


  • Special Up
    • Gertie now takes more time to reel in after grabbing the ledge, more punishable
    • After reaching the ledge when a character is hogging the ledge, she will have a 30 frames recovery
    • You can define the direction, to go after reeling in, out of stage, straight up and into stage


INVADER ZIM

  • General:
    • Zim Taunt is now cancellable on frame 8


  • GIR Changes:
    • You can now explode GIR with Taunt, a hitbox was added to this explosion.
    • GIR respawns faster if it’s exploded by the player.
    • GIR regular health increased: (6 → 9), Slime version health increased: (12 → 15)
    • While GIR is grabbed, Zim can now Taunt in order to store GIR without any cooldown to spawn him again.


  • Charge Air Down – Moose
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • BlockDamage increased: (10 → 11)


  • Charge Air Forward – Sweetspot
    • BaseKnockback decreased: (17 → 14.5)
    • KnockbackGain increased: (19 → 19.6)
    • BlockDamage decreased: (16 → 15)


  • Charge Air Forward – Weak
    • BlockDamage increased: (9 → 10)


  • Charge Air Forward
    • BaseKnockback decreased: (16 → 14.5)
    • Damage decreased: (20 → 18)
    • BlockDamage decreased: (16 → 14)


  • Charge Air Up – Explosion
    • BaseKnockback decreased: (14 → 13)
    • KnockbackGain increased: (10 → 17.4)
    • Angle changed: (45° → 70°)


  • Charge Down – Gnome Slide
    • BaseKnockback decreased: (11 → 10.5)
    • KnockbackGain increased: (17 → 20)


  • Charge Down – Swing
    • BaseKnockback decreased: (11.5 → 11)
    • KnockbackGain increased: (18 → 22.3)


  • Charge Forward – Final
    • BaseKnockback decreased: (15 → 11.3)
    • KnockbackGain increased: (19 → 24)


  • Charge Up
    • Can now reverse hit.


  • Charge Up – Point Blank
    • BaseKnockback increased: (12 → 16)
    • KnockbackGain increased: (20 → 22.2)
    • Priority changed: (Medium → High)
    • Angle changed: (55° → 60°)


  • Light Air Back – Sweetspot
    • BaseKnockback decreased: (15 → 11)
    • KnockbackGain increased: (17 → 21.4)


  • Light Air Back
    • BaseKnockback decreased: (12 → 9)
    • KnockbackGain increased: (16 → 19)


  • Light Air Down – Late
    • BaseKnockback decreased: (11 → 6.8)
    • KnockbackGain increased: (7 → 11.5)


  • Light Air Down
    • BaseKnockback decreased: (10.5 → 8.2)
    • KnockbackGain increased: (9 → 11.6)


  • Light Air Forward – Tip
    • BaseKnockback decreased: (13 → 9.3)
    • KnockbackGain increased: (13.5 → 17.5)


  • Light Air Forward
    • BaseKnockback decreased: (11 → 7.8)
    • KnockbackGain increased: (14 → 17.5)


  • Light Air Neutral – Finisher
    • KnockbackGain increased: (13 → 14)


  • Light Air Neutral – Penultimate
    • BaseKnockback decreased: (11 → 8.3)
    • KnockbackGain increased: (10 → 12.85)


  • Light Air Up – Launch
    • BaseKnockback decreased: (12.02 → 8.4)
    • KnockbackGain increased: (10 → 14.3)


  • Light Air Up – Pull
    • BaseKnockback decreased: (9 → 6)
    • KnockbackGain increased: (4 → 7)


  • Light Down – Late
    • BaseKnockback decreased: (10 → 6)
    • KnockbackGain increased: (8 → 12)


  • Light Down
    • BaseKnockback decreased: (10 → 7.8)
    • KnockbackGain increased: (15 → 17.5)


  • Light Forward – 2nd Late
    • BaseKnockback decreased: (10 → 7.2)
    • KnockbackGain increased: (9 → 11.9)


  • Light Forward – 2nd
    • BaseKnockback decreased: (12 → 8.3)
    • KnockbackGain increased: (13 → 16.8)


  • Light Forward – Late
    • BaseKnockback decreased: (7 → 5.9)
    • KnockbackGain increased: (3 → 5)


  • Light Forward
    • BaseKnockback decreased: (8 → 6.58)
    • KnockbackGain increased: (3 → 16.75)


  • Light Neutral – Finisher
    • BaseKnockback decreased: (12 → 8.3)
    • KnockbackGain increased: (14 → 18)


  • Light Up – Weak
    • BaseKnockback decreased: (9 → 7.5)
    • KnockbackGain increased: (8 → 10.5)


  • Light Up
    • BaseKnockback decreased: (18 → 9.5)
    • KnockbackGain increased: (7.8 → 17)


  • Special up Girless
    • Now Girless Up B grabs the ledge easier and has more impulse than before


  • Special Down Bomb
    • Bomb Physics where slightly changed
    • If Zim is close enough to the ground when Z-Dropping the bomb, it will not explode and lay on the ground.
    • Bomb now has a timer of 7 seconds after spawning, if zim keeps holding it it will explode dealing damage to zim
    • Zim can now destroy his own bomb and deal damage to him, you can use it to refresh your up special


  • Gir
    • You can now explode Gir while using taunt, it has a hitbox and also respawns faster
    • If you’re holding Gir and you use taunt, Zim stores Gir, making him immediately deployable.


REPTAR

  • General
    • Weight decreased: (1.21 → 1.18)
    • Fixed ability to slime cancel during the frame grab is detected in the Special Forward state.


  • Charge Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Charge Air Forward – Fire
    • BaseKnockback decreased: (15 → 13)
    • KnockbackGain increased: (16 → 18)


  • Charge Air Forward
    • BaseKnockback decreased: (14 → 11,5)
    • KnockbackGain increased: (14,5 → 17,7)


  • Charge Air Up – Fire
    • BaseKnockback decreased: (20 → 16)
    • KnockbackGain increased: (9 → 18,5)
    • Hitlag Base Hit increased: (0 → 9)
    • HitlagBaseOnBlock increased: (0 → 9)
    • BlockDamage decreased: (16 → 15)
    • Angle changed: (80° → 70°)


  • Charge Air Up – Head
    • BaseKnockback increased: (15 → 16)
    • KnockbackGain increased: (13 → 18,5)
    • BlockDamage decreased: (16 → 14)
    • Angle changed: (80° → 70°)


  • Charge Down – Shockwave
    • BaseKnockback decreased: (12 → 11,5)
    • KnockbackGain increased: (21 → 23,3)


  • Charge Down – Stomp
    • BaseKnockback increased: (11 → 13)
    • KnockbackGain increased: (10 → 20)


  • Charge Forward
    • BaseKnockback decreased: (18 → 11,5)
    • KnockbackGain increased: (15,5 → 25)


  • Charge Up – Fire
    • BaseKnockback decreased: (18 → 14)
    • KnockbackGain increased: (12 → 21,3)
    • Angle changed: (85° → 80°)


  • Charge Up – Head
    • KnockbackGain increased: (18 → 21,3)
    • Angle changed: (75° → 80°)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1,4 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1,4 → 1,5)


  • Light Air Forward – Tip
    • BlockStun increased: (11 → 12)


  • Light Air Forward
    • BlockStun increased: (10 → 11)
    • Landing recovery increased from 12 frames to 13.


  • Light Air Neutral – 2nd
    • KnockbackGain increased: (10 → 12)


  • Light Air Neutral
    • KnockbackGain increased: (15 → 16)


  • Light Air Up – Top
    • BlockPush decreased: (1,75 → 1,45)
    • Angle changed: (85° → 82°)


  • Light Air Back
    • Landing recovery increased from 14 frames to 15


  • Light Air Up
    • BlockPush decreased: (1,75 → 1,3)


  • Light Forward
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain increased: (16 → 17)


  • Special Forward
    • No longer costs fire on hit.
    • Ex version now always applies the burn.


  • Special Down – No Fire Air
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Special Forward – Down
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Special Up – Land
    • BlockPush decreased: (2 → 0,1)


  • Special Up
    • Hitbox is now larger on the first few frames and smaller for most of the duration.


  • Special Neutral
    • Travel speed increased from 8 to 9 from air and 10 to 11 on ground


ROCKO

  • General:
    • Fixed a bug where you could spawn an additional Spunky while Spunky was riding the Jack Hammer.


  • Following moves can now reverse hit:
    • Charge Down
    • Charge Up
    • Light Forward
    • Light Neutral


  • Charge Air Forward Sweet Spot
    • BaseKnockback increased: (11 → 12.5)
    • KnockbackGain increased: (14.5 → 16.6)
    • BlockDamage decreased: (15 → 13)


  • Charge Air Forward
    • BaseKnockback increased: (10 → 11.5)
    • KnockbackGain increased: (12 → 12.2)


  • Charge Air Up
    • BaseKnockback increased: (13.5 → 14)
    • KnockbackGain decreased: (15.5 → 14)


  • Charge Down – Air
    • BaseKnockback increased: (1 → 10)
    • KnockbackGain increased: (1 → 10)
    • BlockPush increased: (1 → 1.6)
    • BlockStun increased: (1 → 16)
    • HitlagBaseOnHit increased: (1 → 24)
    • HitlagBaseOnBlock increased: (1 → 24)
    • InstigatorAdvantageOnHit decreased: (1 → 0)
    • InstigatorAdvantageOnBlock decreased: (1 → 0)
    • AttackMultiplierType added: ChargeAttack
    • AttackMultiplierType added: SlimeAttack
    • AttackType changed: (Light → Charge)
    • CanRedirectProjectiles toggle enabled
    • Damage increased: (1 → 15)
    • BlockDamage increased: (1 → 25)
    • Angle changed: (0° → -45°)
    • OnlyHitAirboneTarget toggle enabled


  • Charge Down
    • BaseKnockback decreased: (13.25 → 12)
    • KnockbackGain increased: (18 → 25.3)
    • Angle changed: (45° → -45°)
    • OnlyHitGroundTarget toggle enabled
    • Air hit is now weaker


  • Charge Forward Sweet Spot
    • BaseKnockback decreased: (15 → 10.5)
    • KnockbackGain increased: (17.5 → 23.5)


  • Charge Forward
    • BaseKnockback decreased: (10 → 9.5)
    • KnockbackGain increased: (17.5 → 22.5)


  • Charge Up
    • BaseKnockback decreased: (17 → 14)
    • KnockbackGain increased: (12 → 21.3)
    • Damage increased: (11 → 14)
    • BlockDamage increased: (11 → 12)


  • Light Air Back
    • BaseKnockback decreased: (14 → 7)
    • KnockbackGain increased: (12.5 → 19.5)


  • Light Air Down
    • DirectionalInfluenceMultiplier increased: (1 → 1.5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1.5)
    • Angle changed: (300° → -60°)


  • Light Air Forward
    • KnockbackGain increased: (15 → 16)


  • Light Air Neutral – Back
    • KnockbackGain increased: (13 → 14)


  • Light Air Neutral – Sweetspot
    • BaseKnockback decreased: (12 → 8)
    • KnockbackGain increased: (13.5 → 17.5)


  • Light Air Up Finisher
    • KnockbackGain increased: (13 → 16.5)


  • Light Down
    • BaseKnockback decreased: (11 → 8)
    • KnockbackGain increased: (10 → 13)


  • Light Forward
    • BaseKnockback decreased: (10.5 → 7.5)
    • KnockbackGain increased: (13 → 15)


  • Light Up
    • BaseKnockback decreased: (12.5 → 10.5)
    • KnockbackGain increased: (12 → 14)


  • Rocko
    • If Spunky is on top of the jackhammer, you can call him in order to change direction.


ANGRY BEAVERS

  • Following moves can now reverse hit:
    • Light Air Back (Dagget and Norbert)
    • Light Finisher (Norbert)


Dagget


  • Charge Air Up – Back
    • KnockbackGain increased: (12 → 14)


  • Charge Air Up – Rising
    • BaseKnockback increased: (12 → 15)
    • KnockbackGain increased: (14 → 16,8)
    • Angle changed: (78° → 80°)


  • Charge Air Forward
    • On Hit Cancel moved from 33 to 36


  • Charge Down – Center
    • Angle changed: (90° → 89°)


  • Charge Down – Last Hit
    • BaseKnockback decreased: (11,5 → 10,5)
    • KnockbackGain increased: (18 → 23,4)


  • Charge Forward – Clean
    • BaseKnockback increased: (10 → 11)
    • KnockbackGain increased: (19 → 23,8)
    • BlockDamage increased: (11 → 12)


  • Charge Forward – Late
    • KnockbackGain increased: (8 → 11)


  • Charge Up – Clean
    • BaseKnockback decreased: (13 → 12)
    • KnockbackGain decreased: (20,5 → 19,1)
    • Angle changed: (80° → 85°)


  • Light Air Back – Final
    • BaseKnockback decreased: (8,75 → 6,75)
    • KnockbackGain increased: (12 → 15)


  • Light Air Down – End
    • BaseKnockback decreased: (7,5 → 6)
    • KnockbackGain increased: (10 → 12,5)


  • Light Air Down
    • BaseKnockback decreased: (7,5 → 5,8)
    • KnockbackGain increased: (10 → 13)


  • Light Air Forward
    • BaseKnockback decreased: (8,56 → 7,56)
    • KnockbackGain increased: (9,85 → 12,95)
    • BlockDamage decreased: (11 → 8)


  • Light Air Neutral – Late
    • BaseKnockback decreased: (7,5 → 5,5)
    • KnockbackGain increased: (11 → 13)


  • Light Air Neutral
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (14 → 16)


  • Light Air Up – Falling
    • BaseKnockback decreased: (8 → 5,5)
    • KnockbackGain increased: (10 → 14,5)


  • Light Air Up – Rising
    • BaseKnockback decreased: (10 → 6)
    • KnockbackGain increased: (10 → 15)


  • Light Air Up
    • BaseKnockback decreased: (6 → 5)
    • KnockbackGain increased: (10 → 11)


  • Light Down
    • HitStunMinimum increased: (1 → 15)


  • Light Finisher
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (12 → 16,5)


  • Light Forward – Bite
    • KnockbackGain increased: (12,5 → 14,75)
    • HitStunMinimum increased: (1 → 19)


  • Light Forward
    • BlockDamage increased: (9 → 10)


  • Light Up
    • BaseKnockback decreased: (12 → 11)
    • KnockbackGain increased: (14 → 17)
    • HitStunMinimum increased: (1 → 11)


  • Special Up – Finisher
    • BlockPush decreased: (1,2 → 0,8)


  • Special Up – Multi Hit
    • BlockPush decreased: (1 → 0,2)


Norbert


  • Charge Air Down – Tip
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Charge Air Forward – Tip
    • KnockbackGain increased: (12 → 14)


  • Charge Air Forward
    • BaseKnockback increased: (8 → 8,5)


  • Charge Air Up
    • BaseKnockback decreased: (16 → 15)
    • KnockbackGain increased: (13 → 16,8)


  • Charge Down
    • KnockbackGain increased: (17 → 23)


  • Charge Forward – Clean
    • KnockbackGain increased: (19 → 24,05)


  • Charge Forward – Late
    • BaseKnockback increased: (10 → 10,5)
    • KnockbackGain increased: (17 → 21)


  • Charge Up
    • Total duration increased from 39 frames to 40


  • Charge Up – 3rd
    • KnockbackGain increased: (18 → 18,1)


  • Light Air Back – Final
    • BaseKnockback decreased: (8,6 → 6,6)
    • KnockbackGain increased: (6,25 → 9,65)
    • Angle changed: (55° → 125°)


  • Light Air Down – Inner
    • BaseKnockback decreased: (7,5 → 6,5)
    • KnockbackGain increased: (10 → 13,5)


  • Light Air Down – Tip
    • DirectionalInfluenceMultiplier increased: (1 → 1,5)
    • SmashDirectionalInfluenceMultiplier increased: (1 → 1,5)


  • Light Air Down
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (9 → 11)


  • Light Air Forward – Center
    • BaseKnockback decreased: (7 → 6,5)
    • KnockbackGain increased: (9,25 → 14,5)
    • HitStunMinimum increased: (1 → 5)


  • Light Air Forward – Tip
    • BaseKnockback decreased: (9,4 → 8,4)
    • KnockbackGain increased: (12 → 14)
    • HitStunMinimum increased: (1 → 5)
    • Angle changed: (67° → 65°)


  • Light Air Forward
    • BaseKnockback decreased: (5 → 4,5)
    • KnockbackGain increased: (8,8 → 12)


  • Light Air Neutral – Early
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (14 → 16,5)


  • Light Air Neutral – Late
    • BaseKnockback decreased: (7,5 → 5,5)
    • KnockbackGain increased: (11 → 15)


  • Light Air Up – Center
    • BaseKnockback decreased: (9 → 8)
    • KnockbackGain increased: (7,5 → 13,5)


  • Light Air Up – Close
    • KnockbackGain increased: (7,5 → 12,5)


  • Light Air Up – Tip
    • BaseKnockback increased: (12 → 12,5)
    • KnockbackGain increased: (9 → 14,75)


  • Light Down
    • HitStunMinimum increased: (1 → 15)


  • Light Finisher
    • BaseKnockback decreased: (8 → 6)
    • KnockbackGain increased: (12 → 15,5)


  • Light Forward – Bite
    • KnockbackGain increased: (12,5 → 14,75)
    • HitStunMinimum increased: (1 → 19)


  • Light Forward
    • BlockDamage increased: (9 → 10)


  • Light Up – Late
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (15 → 17)
    • HitStunMinimum increased: (1 → 18)


  • Light Up
    • BaseKnockback decreased: (14 → 12)
    • KnockbackGain increased: (12 → 15)
    • HitStunMinimum increased: (1 → 18)


  • Special Up – Clean
    • KnockbackGain increased: (17,5 → 23)
    • BlockDamage decreased: (12 → 11)




Undocumented Changes

  • Placeholder




1.2 | November 17, 2023

https://nickelodeonallstarbrawl.com/update-1-2-now-live-on-steam-sony-and-xbox/

GENERAL

  • General improvements on loading times for Switch
  • Switch – Performance improvements
  • Tweaks on ultimates against mobs in campaign mode.
  • Training Mode Triple Platform collisions tweaks
  • Characters can no longer slip off platforms without getting hit.
  • SDI value now resets on multihits.
  • Edge roll cancel on frame 5 was removed entirely
  • Fixes and tweaks to reflective hitboxes.
  • Companions no longer count as a death in campaign mode.
  • Flying Dutchman no longer clips on the Flying Dutchman stage during cutscenes.
  • Slime Charge attacks no longer have a knockback multiplier, only damage multiplier.
  • You can now pummel characters with the grab button.
  • Leaving a rank match while in the loading screen won’t change your current rank points.
  • You can now map the movement buttons for keyboard players.
  • Ranked loading and matchmaking improvements.
  • Zoom in camera speed was incremented


TRAINING MODE

  • Training mode frame by frame is now the first option in the menu
  • Training mode pause delay removed.


AUDIO

  • Announcer Fight voice was added to vs matches
  • 3, 2, 1 Game voice line volume lowered.
  • Gir’s voice pitch tweaks.
  • Harmonic’s convergence ambient SFX lowered


ITEM

  • Reptar’s Toy Car rotation on dropped tweaked


UI

  • Random competitive stages button now only randomizes competitive stages.
  • Azula and Reptar Campaign Power Ups description was fixed.
  • Turning hitboxes on and off won’t make the HUD disappear.


PATRICK

  • Patrick can’t get stuck while holding a player during forward special.


EMBER

  • Ember lose VFX was adjusted correctly.
  • Ember edge grab animation time standardized.


JENNY

  • Jenny special up slime now gives you a bit of fuel and has faster speed.


GRANDMA GERTIE

  • Gertie teeter special up is now more consistent.
  • Gertie’s Cooking Pot now deals explosive damage.
  • Gertie’s special forward now clamps the speed after hitting or slime cancel.
  • Gertie’s Special Neutral Tint now disappears after respawning.


JIMMY

  • Jimmy Special Down VFX tweaked so it follows the character.


MECHA PLANKTON

  • Mecha Plankton Charge Forward Air slime cancel now clamps your current velocity.


DANNY PHANTOM

  • Special Up now has a clamp on his velocity after using special up.


EL TIGRE

  • El Tigre special forward can’t slime cancel during opposing character grabbed state


AZULA

  • Charge Air Forward Hold landing lag increased from 20 to 25
  • Charge Air Forward Release landing lag increased from 23 to 30
  • Charge Air Forward Fireball hurtbox and hitbox adjusted to make hitbox smaller and hurtbox bigger
  • Charge Air Forward Fireball speed slightly reduced
  • Charge Air Forward Fireball distance slightly reduced
  • Light Air Up angle changed to 75 for both hitboxes
  • Light Air Up hitbox reduced slightly
  • Light Air Up not reversible anymore


REPTAR

  • Tail hurtbox slightly extended.
  • Jab 1 and 2 active frames reduced from 6>9 to 6>8
  • Jab 3 and 4 active frames reduced from 6>9 to 6>7
  • Ftilt active frames reduced from 10>18 to 10>16. Weak hit starts 1 frame sooner.
  • Ftilt strong hit BKB reduced from 13.5 to 13 & KBG reduced from 16.5 to 16.
  • Utilt range slightly reduced.
  • Fair range slightly reduced.
  • Fair damage reduced from 17/15 to 15/13.
  • Uair adjusted, reaches slightly less forward.
  • Uair early and late hits angle reduced from 60° to 50°.
  • Uair damage reduced from 14 to 12.
  • Bair active frames on 2nd hit reduced from 16>19 to 16>18. Landing recovery increased from 11f to 12f. Auto cancel frame delayed from 31 to 32.
  • Bair damage reduced from 8/8 to 7/7.
  • Nair’s early hit angle was reduced from 45° to 40°, medium from 65° to 55° and late from 85° to 70°. Damage reduced from 16/13/10 to 14/13/10.
  • Special neutral landing recovery increased from 7f to 10f.
  • Special down charge in air now has 10 frames landing recovery.


GARFIELD

  • Neutral Special damage reduced from 5 to 3


KORRA

  • Fire Nair Block stun reduced from 6 to 5
  • Fair KBG reduced from 19 to 17.5




Undocumented Changes

  • Placeholder


NASB2 Navigation

Gameplay
Controls
Universal Mechanics
Character Data
Stages
Modes and Menus
Campaign
Items
Unlockables
Information
Community Resources
FAQ
Glossary
Modding
Patch Notes
Characters
SpongeBob
Patrick
Squidward
Mecha Plankton
El Tigre
Rocko
Jimmy Neutron
Lucy Loud
Angry Beavers
Garfield
Aang
Korra
Azula
Raphael
Donatello
April
Danny Phantom
Ember
Grandma Gertie
Gerald
Nigel
Zim
Jenny Wakeman
Reptar
Ren & Stimpy
Mr. Krabs
Zuko
Rocksteady
Iroh