Welcome to patch 2.36, the final patch before the Brawlhalla World Championship takes place this weekend! In celebration of the tournament we’ve added a brand new limited BCX Pack that contains an exclusive BCX avatar, Mammoth Fan sidekick, and 300 Mammoth Coins. We’re incredibly excited to see who will win the Championship and take home their share of $50,000. You can catch all of the tournament action on Saturday & Sunday, Nov. 12-13, on our official Twitch Channel.
BCX 2016 Pack
Available on Steam until the 23rd of November.
BCX Avatar
Mammoth Fan Sidekick
300 Mammoth Coins
New Items In Malhalla!
The Reads - Taunt
Farewell Brawlhalloween
Brawlhalloween has come to a close. Thanks for all the frightening gameplay!
Due to popular demand Switchcraft will remain as a custom game mode! Switchcraft maps have returned to their normal non-spooky state. The decorations were starting to turn...
UI
Added two additional rows to the inventory for avatars
New map striking method: Tournament Striking. The official map striking method for BCX is now available for everyone!
Controller Support
Adjusted PC support for 8bitdo SFC30
Drop Fixes
Ada Side Blasters: Fixed a case where the target could be dropped before the final hit.
Gun Recovery: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
Rocket Lance Side Light: Fixed a case where the target could be dropped before the final hit.
Hattori Down Spear: Fixed a case where the target could be dropped before the final hit.
Welcome to patch 2.36, the final patch before the Brawlhalla World Championship takes place this weekend! In celebration of the tournament we’ve added a brand new limited BCX Pack that contains an exclusive BCX avatar, Mammoth Fan sidekick, and 300 Mammoth Coins. We’re incredibly excited to see who will win the Championship and take home their share of $50,000. You can catch all of the tournament action on Saturday & Sunday, Nov. 12-13, on our official Twitch Channel.
BCX 2016 Pack
Available on Steam until the 23rd of November.
BCX Avatar
Mammoth Fan Sidekick
300 Mammoth Coins
New Items In Malhalla!
The Reads - Taunt
Farewell Brawlhalloween
Brawlhalloween has come to a close. Thanks for all the frightening gameplay!
Due to popular demand Switchcraft will remain as a custom game mode! Switchcraft maps have returned to their normal non-spooky state. The decorations were starting to turn...
UI
Added two additional rows to the inventory for avatars
New map striking method: Tournament Striking. The official map striking method for BCX is now available for everyone!
Controller Support
Adjusted PC support for 8bitdo SFC30
Drop Fixes
Ada Side Blasters: Fixed a case where the target could be dropped before the final hit.
Gun Recovery: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
Rocket Lance Side Light: Fixed a case where the target could be dropped before the final hit.
Hattori Down Spear: Fixed a case where the target could be dropped before the final hit.
Brawlhalloween continues for its last week in Patch 2.35. We’ve added six new country flags, improved a number of animations, added controller support and more in this patch. If you think it’s on the smaller side, it’s because we’re busy prepping for The Brawlhalla World Championship! In less than 10 days, the best Brawlhalla players in the world will be heading to Atlanta to compete for $50,000! For now, enjoy the last week of Brawlhalloween, and we’ll see you soon at BCX.
New Flags!
Country Flag Avatars for Austria, Belgium, Mexico, Romania, Poland, and Switzerland, have been added to Mallhalla!
Community Request
Lowered volume on Rocket Lance's Side Air and Down Air attacks.
User Interface
You will now be notified if/when your controller gets disconnected or reconnected mid-game.
You will also receive a notification if your controller disconnects while in a lobby and it causes you to back out of the lobby.
Animation / Art
Optimized SFX performance
Decreased texture usage on SFX that had empty frames.
Brought Bow's wall jump animations closer to their hurtbox.
Brought Sword's running animations closer to their hurtbox.
Brought all character animations while holding a gadget closer to their hurtbox.
Gameplay
When gadgets are turned off in a normal game mode, the max number of items allowed to be in play is now reduced from (2 * numberOfPlayers) to (1.5 * numberOfPlayers).
The rate at which items spawn when gadgets are turned off is lowered by 25%.
Controller Support
PC support for Saitek PS1000
PC support for Genius MaxFire G-12U
PC support for Mad Catz Street Fighter V FightPad PRO for PS4
PC support for 8bitdo SFC30
New Legend Rotation
This week’s Legend Rotation features Bodvar, Brynn, Ember, Lord Vraxx, Lucien and Val!
Bug Fixes
Fixed issue where KO FX were sometimes pixelated.
Fixed bug causing avatar to cover personal rating banner icon in the ranked 1v1 character select view.
Fixed a bug with some controllers where both right and left (or up and down) on the D-pad can both be considered held at the same time if you switch directions without ever fully letting up on the D-pad.
Fixed a bug that caused some animations to be missing parts. (ex: A portion of Hattori's.austr smoke cloud on her sword n-sig)
Brawlhalloween continues for its last week in Patch 2.35. We’ve added six new country flags, improved a number of animations, added controller support and more in this patch. If you think it’s on the smaller side, it’s because we’re busy prepping for The Brawlhalla World Championship! In less than 10 days, the best Brawlhalla players in the world will be heading to Atlanta to compete for $50,000! For now, enjoy the last week of Brawlhalloween, and we’ll see you soon at BCX.
New Flags!
Country Flag Avatars for Austria, Belgium, Mexico, Romania, Poland, and Switzerland, have been added to Mallhalla!
Community Request
Lowered volume on Rocket Lance's Side Air and Down Air attacks.
User Interface
You will now be notified if/when your controller gets disconnected or reconnected mid-game.
You will also receive a notification if your controller disconnects while in a lobby and it causes you to back out of the lobby.
Animation / Art
Optimized SFX performance
Decreased texture usage on SFX that had empty frames.
Brought Bow's wall jump animations closer to their hurtbox.
Brought Sword's running animations closer to their hurtbox.
Brought all character animations while holding a gadget closer to their hurtbox.
Gameplay
When gadgets are turned off in a normal game mode, the max number of items allowed to be in play is now reduced from (2 * numberOfPlayers) to (1.5 * numberOfPlayers).
The rate at which items spawn when gadgets are turned off is lowered by 25%.
Controller Support
PC support for Saitek PS1000
PC support for Genius MaxFire G-12U
PC support for Mad Catz Street Fighter V FightPad PRO for PS4
PC support for 8bitdo SFC30
New Legend Rotation
This week’s Legend Rotation features Bodvar, Brynn, Ember, Lord Vraxx, Lucien and Val!
Bug Fixes
Fixed issue where KO FX were sometimes pixelated.
Fixed bug causing avatar to cover personal rating banner icon in the ranked 1v1 character select view.
Fixed a bug with some controllers where both right and left (or up and down) on the D-pad can both be considered held at the same time if you switch directions without ever fully letting up on the D-pad.
Fixed a bug that caused some animations to be missing parts. (ex: A portion of Hattori's.austr smoke cloud on her sword n-sig)
Welcome to Brawlhalloween! In this update we have a huge amount of spooky surprises in store for any who dare visit during Brawlhalloween!
Brawlhalloween Begins!
Three New Skins!
Bewitching Scarlet (200 Mammoth Coins - Scarlet's hat is possessed by an angry spirit. We recommend avoiding eye contact.)
Horseman Lucien (140 Mammoth Coins)
Demonkin Diana (140 Mammoth Coins)
Halloween Colors! (3000 Gold per Legend)
Jac-KO-Lantern (KO Effect - 200 Mammoth Coins)
Avatars
Pumpkin Pyre (Animated Avatar - 60 Mammoth coins)
RIP (Halloween Avatar - 6000 Gold)
A bonus 250 Gold on top of every daily login during Brawlhalloween!
Brawlhalloween is scheduled to to last for two weeks! Happy Haunting!
New Brawlhalloween Gamemode! - Switchcraft
Switchcraft is a brand new game mode that takes on the illusions of Strikeout but with a terrifying twist! Select three of your favorite Legends and observe as Switchcraft mysteriously mixes and matches their weapons and signatures! (Disclaimer: Switchcraft mixes and matches are divined by its own mysterious magics. Any unexpected resulting combinations should be brought up to the board of Witchcraft, Wizardry and Brawlhollidays.)
Switchcraft is now available for play in custom lobbies.
Bouncy bombs have become Jack o' Lanterns on Switchcraft maps!
Switchcraft maps are spookier than normal.
Animations and Hurtboxing
Brought Rocket Lance and Unarmed Run animations closer to their hurtboxes
Minor tweaks to Unarmed Run animations to prevent joints from disconnecting as much
Normalized hit react when launched animations to have more consistent hurtboxing across all rotations and fix broken cases. Removed some spinning in animation to keep hurtbox location more accurate for the Sword and Lance.
Controller Support
General improvements to controller responsiveness that fix an issue where controller inputs were sometimes being received a frame late or, in extremely rare cases, being completely missed.
Weekly Legend Rotation
This week’s Legend Rotation features Asuri, Cassidy, Diana, Sir Roland, Teros, and Wu Shang.
Bug Fixes
Fixed a bug that would cause the wrong jump cloud fx to play on the second aerial jump.
Fixed a bug that could prevent ground pounds from triggering on ground collision. (Credit RiteBH)
Welcome to Brawlhalloween! In this update we have a huge amount of spooky surprises in store for any who dare visit during Brawlhalloween!
Brawlhalloween Begins!
Three New Skins!
Bewitching Scarlet (200 Mammoth Coins - Scarlet's hat is possessed by an angry spirit. We recommend avoiding eye contact.)
Horseman Lucien (140 Mammoth Coins)
Demonkin Diana (140 Mammoth Coins)
Halloween Colors! (3000 Gold per Legend)
Jac-KO-Lantern (KO Effect - 200 Mammoth Coins)
Avatars
Pumpkin Pyre (Animated Avatar - 60 Mammoth coins)
RIP (Halloween Avatar - 6000 Gold)
A bonus 250 Gold on top of every daily login during Brawlhalloween!
Brawlhalloween is scheduled to to last for two weeks! Happy Haunting!
New Brawlhalloween Gamemode! - Switchcraft
Switchcraft is a brand new game mode that takes on the illusions of Strikeout but with a terrifying twist! Select three of your favorite Legends and observe as Switchcraft mysteriously mixes and matches their weapons and signatures! (Disclaimer: Switchcraft mixes and matches are divined by its own mysterious magics. Any unexpected resulting combinations should be brought up to the board of Witchcraft, Wizardry and Brawlhollidays.)
Switchcraft is now available for play in custom lobbies.
Bouncy bombs have become Jack o' Lanterns on Switchcraft maps!
Switchcraft maps are spookier than normal.
Animations and Hurtboxing
Brought Rocket Lance and Unarmed Run animations closer to their hurtboxes
Minor tweaks to Unarmed Run animations to prevent joints from disconnecting as much
Normalized hit react when launched animations to have more consistent hurtboxing across all rotations and fix broken cases. Removed some spinning in animation to keep hurtbox location more accurate for the Sword and Lance.
Controller Support
General improvements to controller responsiveness that fix an issue where controller inputs were sometimes being received a frame late or, in extremely rare cases, being completely missed.
Weekly Legend Rotation
This week’s Legend Rotation features Asuri, Cassidy, Diana, Sir Roland, Teros, and Wu Shang.
Bug Fixes
Fixed a bug that would cause the wrong jump cloud fx to play on the second aerial jump.
Fixed a bug that could prevent ground pounds from triggering on ground collision. (Credit RiteBH)
Welcome to Patch 2.33! This is the last balance patch before The Brawlhalla World Championships take place in November. After a lot of feedback from players, we’ve made some improvements to jump changes in order to make them feel better and more responsive, while providing more depth at high levels of play.
Oh, and if you’re fans of all the Calculated gifs and videos from the past year, we’ve made it official and added a Calculated Taunt to the store. We did it Reddit! We hope you enjoy this patch, and we look forward to seeing you in Atlanta on Nov 11-13 for the Brawlhalla World Championship.
Mallhalla
The new ‘Calculated!’ taunt has been added to Mallhalla
Server Improvements
After hearing your feedback about connection issues in EU, we’ve been working hard to find a solution. Starting today we’ve switched to a new provider, added new machines, and are aiming to have better performance across Europe. Servers still remain located in Amsterdam. If you’re playing on EU, let us know if your online experience improves!
New servers for the EU Region have been brought online.
Revised Jump Changes
When used as a zero-startup zero-recover escape option, we feel jumping plays a sizable part in discouraging aggression. A small startup will narrow the reaction time needed to sidestep and punish incoming hitboxes. Jump startup is waived for twelve frames after hitting with an attack to keep from damaging existing follow ups. After jumping, landing back on the ground will incur a brief recovery period, allowing room to punish heavily evasive opponents as they will be unable to jump, attack, or dodge.
Added a 2 frame startup when jumping. Jump startup is not applied if jumping within 12 frames of hitting with an attack.
Added a 2 frame recovery period when landing after performing a jump. Attacks and dodges will retain their normal durations should you land during an attack or dodge.
Running is no longer locked during Jump Startup, fixing a bug that prevented jump into momentum dodges from working correctly.
If performing an attack close enough to the ground to snap to ground, Landing Recovery will be ignored.
Aerial jump height reduced to match grounded jump height.
Jump fx now play on input rather than the frame the jump starts.
Graduated Test Features
A grounded dodge will be full speed if left or right has been held for at least 27 frames, even if max speed has not been reached. This should create a more predictable maximum for timing a momentum dodge.
User Interface
Updated HUD colors again to use brighter, more saturated tones. The biggest difference should be that yellow (50 damage) is more noticeable to everyone. Additionally, this change should make the transition from 0 to 50 damage more noticeable for people who are red/green colorblind.
New Legend Rotation
This week’s Legend rotation features Ada, Azoth, Hattori, Ragnir, Scarlet, and Sentinel.
Balance
It’s been an exciting run towards the Brawlhalla World Championship at BCX and we are eager to see who can win on the biggest stage! In light of that, we are locking balance with this patch until after BCX so all players have ample time to hone their skills in the current environment. Balance passes will resume every other week as normal after BCX concludes November 13th, 2016. In the meantime, we still intend to fix combat related bugs and drops, so please keep reporting them!
Sword
Given the addition of jump startup into the game, we have adjusted the Down Light so expected combo interactions remain the same, gravity cancels and all.
Down Light: Reduced hitbox coverage toward the back end; Decreased Variable Force from 9 to 5.
Hammer
We have slightly increased recovery times on some moves that created overly oppressive sequences, such as releasing a Ground Pound when the opponent would dodge and immediately following with a Recovery attack. The Down Air adjustment also allows for a better punish window against certain abuse cases.
Ground Pound: Increased Fixed Recovery on release from 1 to 2.
Down Air: Increased Fixed Recovery on miss from 1 to 2.
Rocket Lance
The Rocket Lance has received some decreased recovery time when hitting with a Ground Pound as it previously had very disadvantageous recovery time on hit.
Ground Pound: Decreased Fixed Recovery on hit from 1 to 0; Decreased Variable Recovery on hit from 15 to 13.
Spear
The Spear has had some power shifted from the Down Air into the Neutral Air. The Down Air’s Time to Hit increase prevents certain abuse cases involving dodge-cancels, as well as a bit more counterplay given its excellent speed and range.
Down Air: Decreased Damage from 16 to 15; Time to Hit Increased from 8 to 10.
Neutral Air: Increased Damage from 14 to 16.
Katars
We are decreasing the damage Katars deal, as well as opening dodge windows in between the Side Light and dodge-canceled followup attacks as they can be a bit oppressive at high level play and accumulate damage a bit too quickly for their small and fast design.
Side Light: Decreased Damage from 15 to 13; Decreased Stun Time from 22 to 21.
Neutral Light: Decreased Damage from 18 to 16.
Side Air: Decreased Variable Force from 49 to 47.
Neutral Air: Decreased Damage from 13 to 12.
Ground Pound: Decreased Stun Time from 25 to 20.
Blasters
The Blasters have long durations on most of its attacks, so we have slightly sped up some aspects of its play to better keep up with other weapons.
Neutral Light: Decreased gap between the first two shots from 18 frames to 16 frames.
Down Light: Decreased Fixed Recovery on miss from 1 to 0.
Axe
Many players showed the desire to use the Side Light in close combat, so we have increased the rear range of the attack to hit closer to the user.
Side Light: Increased hitbox coverage towards the user to be more intuitive.
Bow
The Bow had very damaging attacks for their speed, so we have performed a mixture of decreasing both damage and speed on some attacks that were overly difficult to contest.
Neutral Light: Decreased Damage from 20 to 18; Increased Fixed Recovery on miss from 6 to 8.
Neutral Air: Increased Time to Hit from 9 to 10; Decreased Damage from 20 to 18; Decreased hitbox coverage towards the bottom of the user.
Side Air: Decreased stacked hitbox coverage.
Gauntlets
The Gauntlets have received some damage reduction due to their excellent ability to string multiple attacks together, as well as a few adjustments to some of their combos to create dodge windows in some cases, and increase the difficulty of performing the combo in others.
Neutral Air: Increased Time to Hit from 10 to 11; Decreased Stun from 25 to 21; Decreased Damage from 12 to 10.
Down Light: Increased Time to Hit from 10 to 11; Decreased Damage from 16 to 14.
Ground Pound: Decreased Damage from 22 to 19.
Bodvar
Bodvar has received some decreased damage to his Side Hammer, due to the ability to combo into it from a Hammer Down Light.
Bodvar Side Hammer: Decreased Damage from 31 to 28.
Lucien
Lucien has a great kit of Signature attacks, however the Down Katar could score a knockout a bit too early, so we have decreased the Variable Force.
Lucien Down Katar: Decreased Variable Force from 63 to 60.
Sentinel
Sentinel has shown great results in Ranked and Tournament play, and the Side Hammer has been shown to be a bit too strong for its speed and range, so we are reducing the damage and force slightly while also opening some extra room to punish.
Sentinel Side Hammer: Increased Fixed Recovery from 17 to 19; Decreased Damage from 30 to 28; Decreased Variable Force from 56 to 55.
Koji
Koji’s Bow Signature attacks all serve a purpose in the kit, however they overlapped each other for the ability to hit stacked opponents. We have left the Down Signature as his stacked attack option, while the Neutral Bow and Side Bow now require a bit of separation between the user and the target.
Koji Neutral Bow: Increased Fixed Recovery from 17 to 19; Removed stacked hitboxing so the attack will no longer hit grounded opponents.
Koji Side Bow: Decreased Variable Force from 51 to 50; Decreased Fixed Force from 75 to 73; Decreased hitbox coverage toward the rear of the attack.
Ragnir
Ragnir’s Side Katar covers a great amount of distance relatively quickly, so we are keeping the utility while decreasing the damage and force.
Ragnir Side Katar: Decreased Damage from 24 to 22; Decreased Variable Force from 51 to 49; Increased Fixed Recovery from 13 to 15.
Kor
Kor’s Down Gauntlet was seemingly unpunishable even when a player was prepared for it, so we are slightly increasing the recovery time.
Kor Down Gauntlet: Increased Fixed Recovery from 17 to 19.
Asuri
Asuri’s Neutral Katar is an excellent Signature with great force and utility as an anti-air, so we are adjusting it to lean more into the realm of being an anti-air; it no longer picks up grounded opponents, but has received a decrease in Minimum Charge Time to reach anti-air height sooner.
Asuri Neutral Katar: Removed hitboxing during the initial leap so the attack no longer hits grounded opponents; Decreased Minimum Charge Time from 13 to 11.
Sir Roland
Much like Kor’s Down Gauntlets, Sir Roland’s Down Signature was rather safe, so we are bumping the recovery time up slightly.
Sir Roland Down Sword: Increased Fixed Recovery from 15 to 16.
Teros
Teros’ Neutral Hammer has the ability to score an early knockout near the edge, so we are slightly reducing the Fixed Force to bring it in line with other similar attacks.
Teros Neutral Hammer: Decreased Fixed Force from 71 to 69.
Thatch
The shot on Thatch’s Side Blasters starts close before blooming outward, resulting in a slightly longer lead-in than other Signatures, so we are speeding it up for more ease of use.
Thatch Side Blasters: Decreased Minimum Charge Time from 16 to 14.
Barraza
Barraza’s Down Axe felt too lengthy in total Time to Hit for its modest range, so we are decreasing the Minimum Charge Time for a quicker response.
Barraza Down Axe: Decreased Minimum Charge Time from 8 to 6.
Bug Fixes
Fixed a bug that caused local matches' replays to continue far past the actual end of the match.
Fixed a bug that prevented the Jump + Attack exception for Jump Startup from working unless input on the same frame.
Fixed a bug where pressing taunt and throw on the exact same frame during an aerial spot dodge would lead to a gravity-canceled throw. You will now just taunt in that situation. Credit /u/SkylarAlice.
Welcome to Patch 2.33! This is the last balance patch before The Brawlhalla World Championships take place in November. After a lot of feedback from players, we’ve made some improvements to jump changes in order to make them feel better and more responsive, while providing more depth at high levels of play.
Oh, and if you’re fans of all the Calculated gifs and videos from the past year, we’ve made it official and added a Calculated Taunt to the store. We did it Reddit! We hope you enjoy this patch, and we look forward to seeing you in Atlanta on Nov 11-13 for the Brawlhalla World Championship.
Mallhalla
The new ‘Calculated!’ taunt has been added to Mallhalla
Server Improvements
After hearing your feedback about connection issues in EU, we’ve been working hard to find a solution. Starting today we’ve switched to a new provider, added new machines, and are aiming to have better performance across Europe. Servers still remain located in Amsterdam. If you’re playing on EU, let us know if your online experience improves!
New servers for the EU Region have been brought online.
Revised Jump Changes
When used as a zero-startup zero-recover escape option, we feel jumping plays a sizable part in discouraging aggression. A small startup will narrow the reaction time needed to sidestep and punish incoming hitboxes. Jump startup is waived for twelve frames after hitting with an attack to keep from damaging existing follow ups. After jumping, landing back on the ground will incur a brief recovery period, allowing room to punish heavily evasive opponents as they will be unable to jump, attack, or dodge.
Added a 2 frame startup when jumping. Jump startup is not applied if jumping within 12 frames of hitting with an attack.
Added a 2 frame recovery period when landing after performing a jump. Attacks and dodges will retain their normal durations should you land during an attack or dodge.
Running is no longer locked during Jump Startup, fixing a bug that prevented jump into momentum dodges from working correctly.
If performing an attack close enough to the ground to snap to ground, Landing Recovery will be ignored.
Aerial jump height reduced to match grounded jump height.
Jump fx now play on input rather than the frame the jump starts.
Graduated Test Features
A grounded dodge will be full speed if left or right has been held for at least 27 frames, even if max speed has not been reached. This should create a more predictable maximum for timing a momentum dodge.
User Interface
Updated HUD colors again to use brighter, more saturated tones. The biggest difference should be that yellow (50 damage) is more noticeable to everyone. Additionally, this change should make the transition from 0 to 50 damage more noticeable for people who are red/green colorblind.
New Legend Rotation
This week’s Legend rotation features Ada, Azoth, Hattori, Ragnir, Scarlet, and Sentinel.
Balance
It’s been an exciting run towards the Brawlhalla World Championship at BCX and we are eager to see who can win on the biggest stage! In light of that, we are locking balance with this patch until after BCX so all players have ample time to hone their skills in the current environment. Balance passes will resume every other week as normal after BCX concludes November 13th, 2016. In the meantime, we still intend to fix combat related bugs and drops, so please keep reporting them!
Sword
Given the addition of jump startup into the game, we have adjusted the Down Light so expected combo interactions remain the same, gravity cancels and all.
Down Light: Reduced hitbox coverage toward the back end; Decreased Variable Force from 9 to 5.
Hammer
We have slightly increased recovery times on some moves that created overly oppressive sequences, such as releasing a Ground Pound when the opponent would dodge and immediately following with a Recovery attack. The Down Air adjustment also allows for a better punish window against certain abuse cases.
Ground Pound: Increased Fixed Recovery on release from 1 to 2.
Down Air: Increased Fixed Recovery on miss from 1 to 2.
Rocket Lance
The Rocket Lance has received some decreased recovery time when hitting with a Ground Pound as it previously had very disadvantageous recovery time on hit.
Ground Pound: Decreased Fixed Recovery on hit from 1 to 0; Decreased Variable Recovery on hit from 15 to 13.
Spear
The Spear has had some power shifted from the Down Air into the Neutral Air. The Down Air’s Time to Hit increase prevents certain abuse cases involving dodge-cancels, as well as a bit more counterplay given its excellent speed and range.
Down Air: Decreased Damage from 16 to 15; Time to Hit Increased from 8 to 10.
Neutral Air: Increased Damage from 14 to 16.
Katars
We are decreasing the damage Katars deal, as well as opening dodge windows in between the Side Light and dodge-canceled followup attacks as they can be a bit oppressive at high level play and accumulate damage a bit too quickly for their small and fast design.
Side Light: Decreased Damage from 15 to 13; Decreased Stun Time from 22 to 21.
Neutral Light: Decreased Damage from 18 to 16.
Side Air: Decreased Variable Force from 49 to 47.
Neutral Air: Decreased Damage from 13 to 12.
Ground Pound: Decreased Stun Time from 25 to 20.
Blasters
The Blasters have long durations on most of its attacks, so we have slightly sped up some aspects of its play to better keep up with other weapons.
Neutral Light: Decreased gap between the first two shots from 18 frames to 16 frames.
Down Light: Decreased Fixed Recovery on miss from 1 to 0.
Axe
Many players showed the desire to use the Side Light in close combat, so we have increased the rear range of the attack to hit closer to the user.
Side Light: Increased hitbox coverage towards the user to be more intuitive.
Bow
The Bow had very damaging attacks for their speed, so we have performed a mixture of decreasing both damage and speed on some attacks that were overly difficult to contest.
Neutral Light: Decreased Damage from 20 to 18; Increased Fixed Recovery on miss from 6 to 8.
Neutral Air: Increased Time to Hit from 9 to 10; Decreased Damage from 20 to 18; Decreased hitbox coverage towards the bottom of the user.
Side Air: Decreased stacked hitbox coverage.
Gauntlets
The Gauntlets have received some damage reduction due to their excellent ability to string multiple attacks together, as well as a few adjustments to some of their combos to create dodge windows in some cases, and increase the difficulty of performing the combo in others.
Neutral Air: Increased Time to Hit from 10 to 11; Decreased Stun from 25 to 21; Decreased Damage from 12 to 10.
Down Light: Increased Time to Hit from 10 to 11; Decreased Damage from 16 to 14.
Ground Pound: Decreased Damage from 22 to 19.
Bodvar
Bodvar has received some decreased damage to his Side Hammer, due to the ability to combo into it from a Hammer Down Light.
Bodvar Side Hammer: Decreased Damage from 31 to 28.
Lucien
Lucien has a great kit of Signature attacks, however the Down Katar could score a knockout a bit too early, so we have decreased the Variable Force.
Lucien Down Katar: Decreased Variable Force from 63 to 60.
Sentinel
Sentinel has shown great results in Ranked and Tournament play, and the Side Hammer has been shown to be a bit too strong for its speed and range, so we are reducing the damage and force slightly while also opening some extra room to punish.
Sentinel Side Hammer: Increased Fixed Recovery from 17 to 19; Decreased Damage from 30 to 28; Decreased Variable Force from 56 to 55.
Koji
Koji’s Bow Signature attacks all serve a purpose in the kit, however they overlapped each other for the ability to hit stacked opponents. We have left the Down Signature as his stacked attack option, while the Neutral Bow and Side Bow now require a bit of separation between the user and the target.
Koji Neutral Bow: Increased Fixed Recovery from 17 to 19; Removed stacked hitboxing so the attack will no longer hit grounded opponents.
Koji Side Bow: Decreased Variable Force from 51 to 50; Decreased Fixed Force from 75 to 73; Decreased hitbox coverage toward the rear of the attack.
Ragnir
Ragnir’s Side Katar covers a great amount of distance relatively quickly, so we are keeping the utility while decreasing the damage and force.
Ragnir Side Katar: Decreased Damage from 24 to 22; Decreased Variable Force from 51 to 49; Increased Fixed Recovery from 13 to 15.
Kor
Kor’s Down Gauntlet was seemingly unpunishable even when a player was prepared for it, so we are slightly increasing the recovery time.
Kor Down Gauntlet: Increased Fixed Recovery from 17 to 19.
Asuri
Asuri’s Neutral Katar is an excellent Signature with great force and utility as an anti-air, so we are adjusting it to lean more into the realm of being an anti-air; it no longer picks up grounded opponents, but has received a decrease in Minimum Charge Time to reach anti-air height sooner.
Asuri Neutral Katar: Removed hitboxing during the initial leap so the attack no longer hits grounded opponents; Decreased Minimum Charge Time from 13 to 11.
Sir Roland
Much like Kor’s Down Gauntlets, Sir Roland’s Down Signature was rather safe, so we are bumping the recovery time up slightly.
Sir Roland Down Sword: Increased Fixed Recovery from 15 to 16.
Teros
Teros’ Neutral Hammer has the ability to score an early knockout near the edge, so we are slightly reducing the Fixed Force to bring it in line with other similar attacks.
Teros Neutral Hammer: Decreased Fixed Force from 71 to 69.
Thatch
The shot on Thatch’s Side Blasters starts close before blooming outward, resulting in a slightly longer lead-in than other Signatures, so we are speeding it up for more ease of use.
Thatch Side Blasters: Decreased Minimum Charge Time from 16 to 14.
Barraza
Barraza’s Down Axe felt too lengthy in total Time to Hit for its modest range, so we are decreasing the Minimum Charge Time for a quicker response.
Barraza Down Axe: Decreased Minimum Charge Time from 8 to 6.
Bug Fixes
Fixed a bug that caused local matches' replays to continue far past the actual end of the match.
Fixed a bug that prevented the Jump + Attack exception for Jump Startup from working unless input on the same frame.
Fixed a bug where pressing taunt and throw on the exact same frame during an aerial spot dodge would lead to a gravity-canceled throw. You will now just taunt in that situation. Credit /u/SkylarAlice.
Hello and welcome to Patch 2.32! In this patch we’re graduating chain dodging to live. Meaning you can now close the gap to your opponent with more speed and finesse than ever before. We’ve also added new test features, and discovered The Imperial Chest!
Mallhalla - New Skins and Chest!
The Imperial Chest has been discovered and added to Mallhalla!
New Death Adder Hattori skin can be found in the Imperial Chest.
New Warrior Spirit Kor skin can be found in the Imperial Chest.
New Yakuza Koji skin can be found in the Imperial Chest.
Ragnir’s gold price has been reduced to 5400
Promoted Test Features
Chain Dodging is here so you can close more distance and really chase down your opponents!
During a Speed Dodge that begins on the ground, you may press the dodge button to perform an additional Speed Dodge in any forward direction, including diagonally. You may chain up to three Speed Dodges together in this fashion. Dodging in a vertical, neutral, or backwards direction will result in a normal dodge and end the chain. A chained Speed Dodge that begins and ends in the air will also cause the chain to end.
Chain Dodging has been promoted from a test feature to live!
You can chain up to three chase/speed dodges in a row as long as the first one started on the ground and with a maximum of one aerial chained dodge.
New Test Features
The jump startup and landing recover changes are intended to experiment with toning down evasive and 'floaty' gameplay by adding a cost to some of the safest movement options in the game. We hope that by making attacks an exception to standard jump startup, we'll avoid damaging more aggressive aerial play and that the punishable Recover Time on aerial moves will prevent jump + attack from becoming a loophole.
Community feedback for Jump Sigs so far has been greatly appreciated. (Thanks in particular to Lithium43 and everyone who contributed to that thread) Individual balance on problematic signatures is still being worked on, but the added delay and telegraphing of jump startup may help address some of the core concerns with the feature.
Startup Time for jumping increased from 0 to 2. Attacking during a jump startup will cause the jump to happen immediately. Jump Sigs also have a 3 frame delay before jumping. Minimum charge is increased by 3 frames when performing a Jump Sig.
Recover Time when landing on the ground increased from 0 to 5. Aerial powers will have this duration added to their Recover Time when landing unless the power cancels into a grounded behavior (Ground Pounds, Unarmed Down Air, etc).
Aerial Jump height decreased to match Grounded Jump height.
If you're on the ground and have been holding a certain left/right direction for at least 27 frames when you try to dodge, you'll get a full speed dodge whether you're at max run speed or not. This should have no effect on higher speed characters, but allow slower speed characters to get a full speed dodge after turning around at about the same speed a faster character can get one.
Previous unmentioned Test Features remain the same.
Small Grumpy Temple
Small Grumpy Temple is now in Ranked 2v2!
Small Grumpy Temple is a version of Grumpy Temple where the two large platforms are pushed closer together and have shorter walls on the outsides, the middle tier of smaller soft platforms has been removed, and the top soft platform with the wedge has been slightly lowered.
Small Grumpy Temple will replace Grumpy Temple in the 2v2 list but not the Free-for-All list. It will also appear alongside the standard Grumpy Temple map in the FFA list for Snowbrawl.
New Legend Rotation
This week’s Legend Rotation features Brynn, Cassidy, Ember, Kor, Thatch, and Ulgrim.
Bug Fixes
Fixed a bug where collectors pack users were not getting founder's avatar
Fixed a bug where powers that repeatedly hit a target with Variable Force would allow the target to use DI without having to be hit by two instances of the power.
Fixed some inconsistencies where getting dodge forgiveness after a hit wouldn't always allot the correct number of available chained dodges.
Hello and welcome to Patch 2.32! In this patch we’re graduating chain dodging to live. Meaning you can now close the gap to your opponent with more speed and finesse than ever before. We’ve also added new test features, and discovered The Imperial Chest!
Mallhalla - New Skins and Chest!
The Imperial Chest has been discovered and added to Mallhalla!
New Death Adder Hattori skin can be found in the Imperial Chest.
New Warrior Spirit Kor skin can be found in the Imperial Chest.
New Yakuza Koji skin can be found in the Imperial Chest.
Ragnir’s gold price has been reduced to 5400
Promoted Test Features
Chain Dodging is here so you can close more distance and really chase down your opponents!
During a Speed Dodge that begins on the ground, you may press the dodge button to perform an additional Speed Dodge in any forward direction, including diagonally. You may chain up to three Speed Dodges together in this fashion. Dodging in a vertical, neutral, or backwards direction will result in a normal dodge and end the chain. A chained Speed Dodge that begins and ends in the air will also cause the chain to end.
Chain Dodging has been promoted from a test feature to live!
You can chain up to three chase/speed dodges in a row as long as the first one started on the ground and with a maximum of one aerial chained dodge.
New Test Features
The jump startup and landing recover changes are intended to experiment with toning down evasive and 'floaty' gameplay by adding a cost to some of the safest movement options in the game. We hope that by making attacks an exception to standard jump startup, we'll avoid damaging more aggressive aerial play and that the punishable Recover Time on aerial moves will prevent jump + attack from becoming a loophole.
Community feedback for Jump Sigs so far has been greatly appreciated. (Thanks in particular to Lithium43 and everyone who contributed to that thread) Individual balance on problematic signatures is still being worked on, but the added delay and telegraphing of jump startup may help address some of the core concerns with the feature.
Startup Time for jumping increased from 0 to 2. Attacking during a jump startup will cause the jump to happen immediately. Jump Sigs also have a 3 frame delay before jumping. Minimum charge is increased by 3 frames when performing a Jump Sig.
Recover Time when landing on the ground increased from 0 to 5. Aerial powers will have this duration added to their Recover Time when landing unless the power cancels into a grounded behavior (Ground Pounds, Unarmed Down Air, etc).
Aerial Jump height decreased to match Grounded Jump height.
If you're on the ground and have been holding a certain left/right direction for at least 27 frames when you try to dodge, you'll get a full speed dodge whether you're at max run speed or not. This should have no effect on higher speed characters, but allow slower speed characters to get a full speed dodge after turning around at about the same speed a faster character can get one.
Previous unmentioned Test Features remain the same.
Small Grumpy Temple
Small Grumpy Temple is now in Ranked 2v2!
Small Grumpy Temple is a version of Grumpy Temple where the two large platforms are pushed closer together and have shorter walls on the outsides, the middle tier of smaller soft platforms has been removed, and the top soft platform with the wedge has been slightly lowered.
Small Grumpy Temple will replace Grumpy Temple in the 2v2 list but not the Free-for-All list. It will also appear alongside the standard Grumpy Temple map in the FFA list for Snowbrawl.
New Legend Rotation
This week’s Legend Rotation features Brynn, Cassidy, Ember, Kor, Thatch, and Ulgrim.
Bug Fixes
Fixed a bug where collectors pack users were not getting founder's avatar
Fixed a bug where powers that repeatedly hit a target with Variable Force would allow the target to use DI without having to be hit by two instances of the power.
Fixed some inconsistencies where getting dodge forgiveness after a hit wouldn't always allot the correct number of available chained dodges.