Brawlhalla - Raidhyn

Hello and Welcome to the Caspian Update! In this patch Caspian, the long awaited Katars and Gauntlets legend, enters Brawlhalla! He has lockpicks, knives, bombs, tricks, and aces up his sleeves, so keep an eye out for your valuables as you head into the brawl! We’re also adding more taunt slots (up to eight!), new skins, new Brawl of the Week, new Legend Rotation, and fixed a few bugs. See you out there, and have fun brawling!

New Legend - Caspian!

New Legend – Caspian!
Weapons: Katars & Gauntlets
Stats: 7 Strength. 5 Dexterity. 4 Defense. 6 Speed.
Caspian enters Brawlhalla with three additional skins
  • Nightcap Caspian
  • Fortune Hunter Caspian
  • All City Caspian
 
Brawl of the Week - KO MANIA
  • 1v1
  • 300% Damage
  • 5 Stocks
 
Mallhalla
  • Shark Attack Thatch, Swashbuckler Asuri, and Davey Jones’ Anchor are on sale this week in celebration of Shark Week!
  • Wild Chest end date extended an additional week to August 9th!
 
Performance & User Interface
  • Small performance improvements to the player inventory.
  • Added Controller support for News page.
 
Test Features
Dash
We’re still letting the dust settle on Dash for a bit to see how much feedback changes from the initial reactions. Chain Dodging now takes priority over Dash to give back some behaviors that were lost with the previous implementation, and a number of bugs have been fixed.
  • Fixed some cases where Dash could be performed during a power.
  • Inputs now prefer Chain Dodge over Dash to allow Chain Dodging through a soft platform.
  • Fixed some cases where the increased movespeed state after a Dash would not be interrupted by other actions.
  • Fixed a rare case where Dash could cancel into Dodge without pressing the Dodge input twice.
 
Taunt Improvements!
  • Taunt slots have been increased to eight.
  • You may now equip "Random" as your Taunt for any slot, which will randomly choose one of your owned Taunts. It will only choose the "Woohoo!" default taunt if you have no additional taunts. Victory and Defeat taunts set to "Random" will also now select from all of your owned taunts instead of just ones you have equipped.
  • NOTICE: Unfortunately, all taunts got reset to default with these changes, so you will need to apply them again in your inventory.
 
Balance Hold
We’re holding back Balance changes this week due to the massive $10,000 Summer Championship taking place this weekend! Thousands of competitors from around the globe will be competing this weekend from NA & EU in both 1v1 and 2v2 tournaments! You can tune into our live broadcast of the event this weekend, 12PM-6PM ET on http://twitch.tv/brawlhalla.
 
New Legend Rotation
This week’s new Legend Rotation features Asuri, Bodvar, Brynn, Diana, Lord Vraxx, and Mordex.
 
Bug Fixes
  • Fixed a bug where the beginning frames of the Victory and Defeat Taunts would get skipped on the Scoreboard screen.
  • Sword Recovery: Fixed a case where the target could be sent downwards by the final hit when colliding with a wall.
Brawlhalla - Raidhyn

Hello and Welcome to the Caspian Update! In this patch Caspian, the long awaited Katars and Gauntlets legend, enters Brawlhalla! He has lockpicks, knives, bombs, tricks, and aces up his sleeves, so keep an eye out for your valuables as you head into the brawl! We’re also adding more taunt slots (up to eight!), new skins, new Brawl of the Week, new Legend Rotation, and fixed a few bugs. See you out there, and have fun brawling!

New Legend - Caspian!

New Legend – Caspian!
Weapons: Katars & Gauntlets
Stats: 7 Strength. 5 Dexterity. 4 Defense. 6 Speed.
Caspian enters Brawlhalla with three additional skins
  • Nightcap Caspian
  • Fortune Hunter Caspian
  • All City Caspian
 
Brawl of the Week - KO MANIA
  • 1v1
  • 300% Damage
  • 5 Stocks
 
Mallhalla
  • Shark Attack Thatch, Swashbuckler Asuri, and Davey Jones’ Anchor are on sale this week in celebration of Shark Week!
  • Wild Chest end date extended an additional week to August 9th!
 
Performance & User Interface
  • Small performance improvements to the player inventory.
  • Added Controller support for News page.
 
Test Features
Dash
We’re still letting the dust settle on Dash for a bit to see how much feedback changes from the initial reactions. Chain Dodging now takes priority over Dash to give back some behaviors that were lost with the previous implementation, and a number of bugs have been fixed.
  • Fixed some cases where Dash could be performed during a power.
  • Inputs now prefer Chain Dodge over Dash to allow Chain Dodging through a soft platform.
  • Fixed some cases where the increased movespeed state after a Dash would not be interrupted by other actions.
  • Fixed a rare case where Dash could cancel into Dodge without pressing the Dodge input twice.
 
Taunt Improvements!
  • Taunt slots have been increased to eight.
  • You may now equip "Random" as your Taunt for any slot, which will randomly choose one of your owned Taunts. It will only choose the "Woohoo!" default taunt if you have no additional taunts. Victory and Defeat taunts set to "Random" will also now select from all of your owned taunts instead of just ones you have equipped.
  • NOTICE: Unfortunately, all taunts got reset to default with these changes, so you will need to apply them again in your inventory.
 
Balance Hold
We’re holding back Balance changes this week due to the massive $10,000 Summer Championship taking place this weekend! Thousands of competitors from around the globe will be competing this weekend from NA & EU in both 1v1 and 2v2 tournaments! You can tune into our live broadcast of the event this weekend, 12PM-6PM ET on http://twitch.tv/brawlhalla.
 
New Legend Rotation
This week’s new Legend Rotation features Asuri, Bodvar, Brynn, Diana, Lord Vraxx, and Mordex.
 
Bug Fixes
  • Fixed a bug where the beginning frames of the Victory and Defeat Taunts would get skipped on the Scoreboard screen.
  • Sword Recovery: Fixed a case where the target could be sent downwards by the final hit when colliding with a wall.
Brawlhalla - Raidhyn


Welcome to Patch 2.69! In this patch we add camera options, the new dash mechanic goes into test features, plus new skins for Wu Shang and Hattori arrive in Mallhalla. We are working hard to get the dash mechanic in a good place, and  eagerly anticipate your feedback. Enjoy the patch!

 
Mallhalla
  • Djinn Wu Shang - “Your Wish is his KO”
  • Kabuki Hattori - “Deadliest actor on the stage.”
  • The Summer Championship 2017 Pack is live on Steam! This limited-time pack is available until August 2nd, and includes an animated Avatar, Rocket Lance Weapon Skin, and 300 Mammoth Coins. - Get it before the Summer Championship begins!
 
New Brawl of the Week
  • Brawl Together - 2v2 Casual Queue
  • Queue solo or as a team!
  • Casual 2v2 ruleset: No team damage. Three stocks. Eight minute timer.
 
Graduated from Test Features - Camera Changes

We really like how the “Action Camera” in Test Features both shows more detail in the characters and makes the game more entertaining to spectate. It has graduated from Test Features to a System Setting. While it is not the default option now, the goal is for it to become the default option later down the road, but we’re giving people a chance to lock themselves into the old camera before the change is made.

A new Camera Mode setting has been added to the System Settings. Options:
  • Default: A temporary option that simply points to the “Classic” Camera Mode.
  • Action: The new camera that gets in closer and spends less time zoomed out.
  • Classic: The old camera that’s been in place since Alpha.
  • Fixed: The camera starts with the whole level in view and doesn't pan or zoom.
 
Added to Test Features - Dash

Dash is still in a very early state. Animations, fx, and sounds are placeholders. There are a number of changes to moveset balance, the Speed stat, and existing mechanics like Dodge that may be needed before it can graduate to Ranked.

However, it's something that many players have wanted for a long time, so we're putting it in test a little early to get the conversation started on how it affects play and what needs to change to ensure that impact is positive.

The primary goals of Dash are:

- Adding depth to the neutral game by giving tools for approach and footsies that don't rely on invulnerability.

- Making a player on the ground more dangerous to a player that's airborne.

- Implementing a system where we can more strictly limit its use for avoiding combat without making general movement in the game feel worse.

- Making the edges of the stage more meaningful so that a player who has to take to the air in a runaway situation feels like they're forfeiting some map control and can be more easily be caught up to.

- Creating room to pull some power, mobility, and complexity away from Dodge.

It's unlikely that we're fully accomplishing all of these, but please let us know if you see ways to improve the feature or if you notice it creating new problems.
  • Dash is a burst of speed with no invulnerability frames that can be performed by pressing down or down-diagonal and Dodge while standing on the ground.
  • Forward Dash has a low startup and no recover so you can jump or attack as soon as you start moving, but your facing is locked in for a duration. You can hold against the direction of movement to decelerate, but can't turn and attack immediately after a Dash.
  • Dashing in the opposite direction of facing or immediately after a turn is a Backdash that functions differently from a normal Dash. You maintain facing in the opposite direction of movement and the Backdash does have recover time.
  • You can chain Dash and Backdash into each other as much as you want.
  • You cannot chain Backdash into Backdash.
  • Forward Dash can chain into forward Dash, but with a longer startup and reduced speed. Holding run after a Dash will put you in a run state with increased movement speed.
  • Forward Dash can chain into a forward Speed Dodge, but otherwise there’s a delay before dodging after a Dash or dashing after a Dodge.
  • Jumping after a Dash will result in a faster jump that's lower to the ground.
 
New Legend Rotation
This week’s new Legend Rotation features Barraza, Cassidy, Ember, Kor, Mirage, and Sir Roland.

 
Bug Fixes
  • Fixed a bug where the left side of the screen had a black line 2 pixels thick where the background failed to reach to right side.
 
Brawlhalla - Raidhyn


Welcome to Patch 2.69! In this patch we add camera options, the new dash mechanic goes into test features, plus new skins for Wu Shang and Hattori arrive in Mallhalla. We are working hard to get the dash mechanic in a good place, and  eagerly anticipate your feedback. Enjoy the patch!

 
Mallhalla
  • Djinn Wu Shang - “Your Wish is his KO”
  • Kabuki Hattori - “Deadliest actor on the stage.”
  • The Summer Championship 2017 Pack is live on Steam! This limited-time pack is available until August 2nd, and includes an animated Avatar, Rocket Lance Weapon Skin, and 300 Mammoth Coins. - Get it before the Summer Championship begins!
 
New Brawl of the Week
  • Brawl Together - 2v2 Casual Queue
  • Queue solo or as a team!
  • Casual 2v2 ruleset: No team damage. Three stocks. Eight minute timer.
 
Graduated from Test Features - Camera Changes

We really like how the “Action Camera” in Test Features both shows more detail in the characters and makes the game more entertaining to spectate. It has graduated from Test Features to a System Setting. While it is not the default option now, the goal is for it to become the default option later down the road, but we’re giving people a chance to lock themselves into the old camera before the change is made.

A new Camera Mode setting has been added to the System Settings. Options:
  • Default: A temporary option that simply points to the “Classic” Camera Mode.
  • Action: The new camera that gets in closer and spends less time zoomed out.
  • Classic: The old camera that’s been in place since Alpha.
  • Fixed: The camera starts with the whole level in view and doesn't pan or zoom.
 
Added to Test Features - Dash

Dash is still in a very early state. Animations, fx, and sounds are placeholders. There are a number of changes to moveset balance, the Speed stat, and existing mechanics like Dodge that may be needed before it can graduate to Ranked.

However, it's something that many players have wanted for a long time, so we're putting it in test a little early to get the conversation started on how it affects play and what needs to change to ensure that impact is positive.

The primary goals of Dash are:

- Adding depth to the neutral game by giving tools for approach and footsies that don't rely on invulnerability.

- Making a player on the ground more dangerous to a player that's airborne.

- Implementing a system where we can more strictly limit its use for avoiding combat without making general movement in the game feel worse.

- Making the edges of the stage more meaningful so that a player who has to take to the air in a runaway situation feels like they're forfeiting some map control and can be more easily be caught up to.

- Creating room to pull some power, mobility, and complexity away from Dodge.

It's unlikely that we're fully accomplishing all of these, but please let us know if you see ways to improve the feature or if you notice it creating new problems.
  • Dash is a burst of speed with no invulnerability frames that can be performed by pressing down or down-diagonal and Dodge while standing on the ground.
  • Forward Dash has a low startup and no recover so you can jump or attack as soon as you start moving, but your facing is locked in for a duration. You can hold against the direction of movement to decelerate, but can't turn and attack immediately after a Dash.
  • Dashing in the opposite direction of facing or immediately after a turn is a Backdash that functions differently from a normal Dash. You maintain facing in the opposite direction of movement and the Backdash does have recover time.
  • You can chain Dash and Backdash into each other as much as you want.
  • You cannot chain Backdash into Backdash.
  • Forward Dash can chain into forward Dash, but with a longer startup and reduced speed. Holding run after a Dash will put you in a run state with increased movement speed.
  • Forward Dash can chain into a forward Speed Dodge, but otherwise there’s a delay before dodging after a Dash or dashing after a Dodge.
  • Jumping after a Dash will result in a faster jump that's lower to the ground.
 
New Legend Rotation
This week’s new Legend Rotation features Barraza, Cassidy, Ember, Kor, Mirage, and Sir Roland.

 
Bug Fixes
  • Fixed a bug where the left side of the screen had a black line 2 pixels thick where the background failed to reach to right side.
 
Brawlhalla - Raidhyn


Welcome to the last week of our the Heatwave event! It’s been three weeks since we began celebrating, but we’re not done yet! In this patch we’re adding an awesome new Brawl of the Week (comes with giant explosive water balloons), two new skins, balance changes, and a number of other fixes. Let us know how your last week of the Heatwave goes!
 
Mallhalla
  • Sobek Ragnir - “Fury of the Nile unleashed on Asgard!”
  • Dawnwalker Cassidy - "Riding into the sunset is the quickest way to find vampires."
 
Last Week of the Summer Heatwave!
  • Last week for bonus gold, summer skins and heatwave colors. Get ‘em while they’re hot!
 
Brawl of the Week - Water Bomb Bash!
  • Water Bomb Bash!
  • 6 Player FFA
  • 3 Minute Timer
  • Score the most points to win!
  • Now with giant water bombs!
 
Animation
  • Minor animation tweak to Cassidy's character select.
  • Minor adjustment to Artemis select screen animation FX.
Balance

Continuing with your requests from the Forge, we have a few changes for hotly debated powers on some key weapons, such as Spear’s Down Air and Gauntlets Neutral Air, that are aimed at reigning in those that are slightly overperforming expectations, while also lifting the underperforming weapons. The community’s excellent work on Signature feedback has resulted in a continued stream of updates, in both attack interaction and risk/reward. We look forward to your continued feedback that helps shape Brawlhalla!

 

Spear

With discussion largely centering around Spear’s Down Air, particularly with repeated use, we have shifted some of its power into Spear’s other downward aerial attack. Players should find an increased window provided by both a shift in stun and time to hit on the Down Air, as well as delaying its use as a counter-attack after being struck. The rehitboxing has also resulted in reduced coverage that should increase the accuracy required by the user when attacking with a Down Air.
  • Spear Down Air: Rehitboxed to better match the animation, resulting in less coverage near and towards the back of the user; Increased Time to Hit from 10 to 11; Decreased Stun from 13 to 12.
  • Spear Ground Pound: Increased Stun from 17 to 19.
 

Sword

With speed increases to Brawlhalla over time, a couple of lunging attacks have been trailing behind and left wanting for an increased ability to keep up with opponents. We have altered the travel speed of the Side Light to have a softer drop-off, making it more reliable as an approaching attack.
  • Sword Side Light: Softened the speed decrease during the last half of the power, resulting in slightly increased distance.
 

Katars

Similar to the Sword, the Katar Side Light also called for an increase to travel speed. We have updated this power to have a more significant starting lunge to better track down elusive targets.
  • Katars Side Light: Increased the initial burst of speed during this power, resulting in slightly increased travel distance.
 

Axe

Following the requests for Axe Side Light to have varied followup options that shift as the target’s damage increases, we have altered the force of the attack to increase the window during which aerial attacks are viable. Players should find the target left in range for aerial strings at even moderately high damage ranges.
  • Axe Side Light: Changed Force from 20 Variable/54 Fixed to 13 Variable/65 Fixed.
 

Gauntlets

The Gauntlets have received some updates to their hitboxing on two key powers. Both the Neutral Light and the Neutral Air will have slightly shifted coverage that should prove significant during play. The Neutral Light’s stacked coverage has shifted to be more in front of the user, while the Neutral Air has significantly reduced coverage below the user. Both of these should increase the need for proper facing and spacing to land these attacks.
  • Gauntlets Neutral Light: Rehitboxed to better match the animation, resulting in less coverage towards the back of the user, but slightly more coverage in front of the user near the end of the power's duration.
  • Gauntlets Neutral Air: Rehitboxed to better match the animation, resulting in less coverage below and behind the user, but slightly more coverage above the user.
 

Scythe

As the Scythe strings have shifted to allow for appropriate dodge windows, there has been a concern over opponents jumping out of those strings without the need to use their dodge. We have shifted some power from the powerful off-stage presence of the Recovery attack in order to bolster the on-stage use of the Side Light. With a lower setup location, players will find followups such as Neutral Light, Neutral Air, or Side Air improved at catching jump attempts.
  • Scythe Side Light: Lowered knockback on the final hit of the neutral version, resulting in certain strings no longer being jumpable, while still being dodgeable.
  • Scythe Recovery: Decreased Force from 40 Variable/57 Fixed to 40 Variable/53 Fixed.
 

Cross

The fire that sprouts from Cross’ feet as he lunges toward the opponent no longer strikes opponents, by popular request. This delays the overall time to hit of the attack by a slight amount, as the active frames now begin with Cross’ flying leap. Players will find an increased need for proper spacing to land this attack, as well as proper facing on startup.
  • Cross Side Blasters: Rehitboxed to better match the animation, resulting in loss of initial hitbox just before the leap.
 

Gnash

We have updated Gnash’s Side Hammer to better match the animation, which results in a smaller strike zone when stacked. Players standing stacked or slightly behind Gnash will no longer be struck, requiring target’s to be slightly in front of Gnash or stacked near his front.
  • Gnash Side Hammer: Rehitboxed to better match the animation, resulting in slightly more coverage overhead but less coverage towards the lower back.
 

Orion

Orion’s Neutral Spear has been hotly debated in the Forge, with the overall feedback that it leads to off-stage knockouts too early. We have reduced the Force significantly be in range with other similar powers.
  • Orion Neutral Spear: Decreased Force from 49 Variable/68 Fixed to 46 Variable/64 Fixed.
 

Scarlet

We have reduced the recover time on Scarlet’s Down Lance to bring the risk/reward better in line with other similar powers. Coupled with the previous change to recover time behavior of this power, the Down Lance is punishable with improper use while not feeling overly stiff in use.
  • Scarlet Down Lance: Decreased Recover time from 0 Variable/20 Fixed to 0 Variable/17 Fixed.
 

Kor

We have shifted some power from Kor’s Neutral Hammer into his Down Hammer, due to Neutral Hammer’s fairly early knockout potential and great use as a followup from Hammer Down Light. The Down Hammer was previously unrewarding compared to its lengthy duration, so we have moderately increased the force for both the ground and air finish.
  • Kor Neutral Hammer: Decreased Force at the start of knockback from 55 Variable/60 Fixed to 52 Variable/60 Fixed.
  • Kor Down Hammer: Increased Force of final hit on the ground from 49 Variable/60 Fixed to 51 Variable/60 Fixed; Increased Force of final hit in the air from 46 Variable/53 Fixed to 48 Variable/54 Fixed.
 

Val

Val’s Neutral Sword is a reliable anti-air, however it would score knockouts later than most other similar attacks, so we have shifted some power from her versatile Side Sword into the Neutral Sword’s knockout potential.
  • Val Neutral Sword: Increased Force from 55 Variable/70 Fixed to 57 Variable/72 Fixed.
  • Val Side Sword: Decreased Force of the ground version from 55 Variable/65 Fixed to 53 Variable/65 Fixed.
 

Yumiko

Similar to Val, the reward for landing Yumiko’s anti-air Neutral Bow was sub-par given its relatively thin trajectory and tight hitbox coverage. We have shifted some of the knockout potential from her Side Bow into her Neutral Bow, as well as increased the damage for better reward at all health ranges.
  • Yumiko Side Bow: Decreased Force from 48 Variable/73 Fixed to 47 Variable/73 Fixed.
  • Yumiko Neutral Bow: Changed Force from 55 Variable/73 Fixed to 56 Variable/73 Fixed; Increased Damage from 21 to 23.
 
New Legend Rotation
This week’s Legend Rotation features Orion, Scarlet, Val, Ragnir, Nix and Yumiko.

 
Bug Fixes
  • Cassidy Down Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Snackxs, NoviBliss)
  • Sword Neutral Light: Fixed a case where the target could be dropped before the final hit. (Credit: Meme-Soul)
  • Cassidy Side Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Jaximus)
  • Fixed a bug that could cause the hit react animation not to play if hit during certain animations.
  • Fixed typo on the Error Screen.
  • Fixed a -multikeyboard bug where the game would crash on the Controls screen if all keyboards AND all controllers were disconnected while the screen was open. It will now close the Controls screen if all devices are removed while it's open.
  • Fixed a bug where the camera would pop at the beginning of matches on certain maps with certain player counts.
  • Fixed memory leaks in the character picker when changing between colors.
  • Fixed bug where sometimes after a disconnect you would get stuck with only the Blue UI Background screen showing.
 
Brawlhalla - Raidhyn


Welcome to the last week of our the Heatwave event! It’s been three weeks since we began celebrating, but we’re not done yet! In this patch we’re adding an awesome new Brawl of the Week (comes with giant explosive water balloons), two new skins, balance changes, and a number of other fixes. Let us know how your last week of the Heatwave goes!
 
Mallhalla
  • Sobek Ragnir - “Fury of the Nile unleashed on Asgard!”
  • Dawnwalker Cassidy - "Riding into the sunset is the quickest way to find vampires."
 
Last Week of the Summer Heatwave!
  • Last week for bonus gold, summer skins and heatwave colors. Get ‘em while they’re hot!
 
Brawl of the Week - Water Bomb Bash!
  • Water Bomb Bash!
  • 6 Player FFA
  • 3 Minute Timer
  • Score the most points to win!
  • Now with giant water bombs!
 
Animation
  • Minor animation tweak to Cassidy's character select.
  • Minor adjustment to Artemis select screen animation FX.
Balance

Continuing with your requests from the Forge, we have a few changes for hotly debated powers on some key weapons, such as Spear’s Down Air and Gauntlets Neutral Air, that are aimed at reigning in those that are slightly overperforming expectations, while also lifting the underperforming weapons. The community’s excellent work on Signature feedback has resulted in a continued stream of updates, in both attack interaction and risk/reward. We look forward to your continued feedback that helps shape Brawlhalla!

 

Spear

With discussion largely centering around Spear’s Down Air, particularly with repeated use, we have shifted some of its power into Spear’s other downward aerial attack. Players should find an increased window provided by both a shift in stun and time to hit on the Down Air, as well as delaying its use as a counter-attack after being struck. The rehitboxing has also resulted in reduced coverage that should increase the accuracy required by the user when attacking with a Down Air.
  • Spear Down Air: Rehitboxed to better match the animation, resulting in less coverage near and towards the back of the user; Increased Time to Hit from 10 to 11; Decreased Stun from 13 to 12.
  • Spear Ground Pound: Increased Stun from 17 to 19.
 

Sword

With speed increases to Brawlhalla over time, a couple of lunging attacks have been trailing behind and left wanting for an increased ability to keep up with opponents. We have altered the travel speed of the Side Light to have a softer drop-off, making it more reliable as an approaching attack.
  • Sword Side Light: Softened the speed decrease during the last half of the power, resulting in slightly increased distance.
 

Katars

Similar to the Sword, the Katar Side Light also called for an increase to travel speed. We have updated this power to have a more significant starting lunge to better track down elusive targets.
  • Katars Side Light: Increased the initial burst of speed during this power, resulting in slightly increased travel distance.
 

Axe

Following the requests for Axe Side Light to have varied followup options that shift as the target’s damage increases, we have altered the force of the attack to increase the window during which aerial attacks are viable. Players should find the target left in range for aerial strings at even moderately high damage ranges.
  • Axe Side Light: Changed Force from 20 Variable/54 Fixed to 13 Variable/65 Fixed.
 

Gauntlets

The Gauntlets have received some updates to their hitboxing on two key powers. Both the Neutral Light and the Neutral Air will have slightly shifted coverage that should prove significant during play. The Neutral Light’s stacked coverage has shifted to be more in front of the user, while the Neutral Air has significantly reduced coverage below the user. Both of these should increase the need for proper facing and spacing to land these attacks.
  • Gauntlets Neutral Light: Rehitboxed to better match the animation, resulting in less coverage towards the back of the user, but slightly more coverage in front of the user near the end of the power's duration.
  • Gauntlets Neutral Air: Rehitboxed to better match the animation, resulting in less coverage below and behind the user, but slightly more coverage above the user.
 

Scythe

As the Scythe strings have shifted to allow for appropriate dodge windows, there has been a concern over opponents jumping out of those strings without the need to use their dodge. We have shifted some power from the powerful off-stage presence of the Recovery attack in order to bolster the on-stage use of the Side Light. With a lower setup location, players will find followups such as Neutral Light, Neutral Air, or Side Air improved at catching jump attempts.
  • Scythe Side Light: Lowered knockback on the final hit of the neutral version, resulting in certain strings no longer being jumpable, while still being dodgeable.
  • Scythe Recovery: Decreased Force from 40 Variable/57 Fixed to 40 Variable/53 Fixed.
 

Cross

The fire that sprouts from Cross’ feet as he lunges toward the opponent no longer strikes opponents, by popular request. This delays the overall time to hit of the attack by a slight amount, as the active frames now begin with Cross’ flying leap. Players will find an increased need for proper spacing to land this attack, as well as proper facing on startup.
  • Cross Side Blasters: Rehitboxed to better match the animation, resulting in loss of initial hitbox just before the leap.
 

Gnash

We have updated Gnash’s Side Hammer to better match the animation, which results in a smaller strike zone when stacked. Players standing stacked or slightly behind Gnash will no longer be struck, requiring target’s to be slightly in front of Gnash or stacked near his front.
  • Gnash Side Hammer: Rehitboxed to better match the animation, resulting in slightly more coverage overhead but less coverage towards the lower back.
 

Orion

Orion’s Neutral Spear has been hotly debated in the Forge, with the overall feedback that it leads to off-stage knockouts too early. We have reduced the Force significantly be in range with other similar powers.
  • Orion Neutral Spear: Decreased Force from 49 Variable/68 Fixed to 46 Variable/64 Fixed.
 

Scarlet

We have reduced the recover time on Scarlet’s Down Lance to bring the risk/reward better in line with other similar powers. Coupled with the previous change to recover time behavior of this power, the Down Lance is punishable with improper use while not feeling overly stiff in use.
  • Scarlet Down Lance: Decreased Recover time from 0 Variable/20 Fixed to 0 Variable/17 Fixed.
 

Kor

We have shifted some power from Kor’s Neutral Hammer into his Down Hammer, due to Neutral Hammer’s fairly early knockout potential and great use as a followup from Hammer Down Light. The Down Hammer was previously unrewarding compared to its lengthy duration, so we have moderately increased the force for both the ground and air finish.
  • Kor Neutral Hammer: Decreased Force at the start of knockback from 55 Variable/60 Fixed to 52 Variable/60 Fixed.
  • Kor Down Hammer: Increased Force of final hit on the ground from 49 Variable/60 Fixed to 51 Variable/60 Fixed; Increased Force of final hit in the air from 46 Variable/53 Fixed to 48 Variable/54 Fixed.
 

Val

Val’s Neutral Sword is a reliable anti-air, however it would score knockouts later than most other similar attacks, so we have shifted some power from her versatile Side Sword into the Neutral Sword’s knockout potential.
  • Val Neutral Sword: Increased Force from 55 Variable/70 Fixed to 57 Variable/72 Fixed.
  • Val Side Sword: Decreased Force of the ground version from 55 Variable/65 Fixed to 53 Variable/65 Fixed.
 

Yumiko

Similar to Val, the reward for landing Yumiko’s anti-air Neutral Bow was sub-par given its relatively thin trajectory and tight hitbox coverage. We have shifted some of the knockout potential from her Side Bow into her Neutral Bow, as well as increased the damage for better reward at all health ranges.
  • Yumiko Side Bow: Decreased Force from 48 Variable/73 Fixed to 47 Variable/73 Fixed.
  • Yumiko Neutral Bow: Changed Force from 55 Variable/73 Fixed to 56 Variable/73 Fixed; Increased Damage from 21 to 23.
 
New Legend Rotation
This week’s Legend Rotation features Orion, Scarlet, Val, Ragnir, Nix and Yumiko.

 
Bug Fixes
  • Cassidy Down Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Snackxs, NoviBliss)
  • Sword Neutral Light: Fixed a case where the target could be dropped before the final hit. (Credit: Meme-Soul)
  • Cassidy Side Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Jaximus)
  • Fixed a bug that could cause the hit react animation not to play if hit during certain animations.
  • Fixed typo on the Error Screen.
  • Fixed a -multikeyboard bug where the game would crash on the Controls screen if all keyboards AND all controllers were disconnected while the screen was open. It will now close the Controls screen if all devices are removed while it's open.
  • Fixed a bug where the camera would pop at the beginning of matches on certain maps with certain player counts.
  • Fixed memory leaks in the character picker when changing between colors.
  • Fixed bug where sometimes after a disconnect you would get stuck with only the Blue UI Background screen showing.
 
Brawlhalla - Raidhyn


Welcome to Patch 2.67.1! We’re back from the summer holidays with a minor patch this week. Meanwhile we’ve been working excitedly behind the scenes on some updates we can’t wait to share with you once they’re ready! We hope that you'll stay tuned for more Brawlhalla goodness, and that you're enjoying the Summer fun. 

New Brawl of the Week - Water Balloon Fight!

When it's too hot for snowballs break out the water balloons! Two teams of 3 face off in this 3 minute 150% damage showdown! Score 1 point for hitting someone with a water balloon, 3 points for getting a KO, and lose 1 point for being KO'd. The team with the most points at the end wins!
  • 3v3
  • 3 Minutes
  • 150% Damage
 
New Legend Rotation
  • Artemis is free to play this week for the first time!
  • This week’s new Legend Rotation features Artemis, Asuri, Azoth, Cross, Gnash, and Queen Nai!
 
Brawlhalla - Raidhyn


Welcome to Patch 2.67.1! We’re back from the summer holidays with a minor patch this week. Meanwhile we’ve been working excitedly behind the scenes on some updates we can’t wait to share with you once they’re ready! We hope that you'll stay tuned for more Brawlhalla goodness, and that you're enjoying the Summer fun. 

New Brawl of the Week - Water Balloon Fight!

When it's too hot for snowballs break out the water balloons! Two teams of 3 face off in this 3 minute 150% damage showdown! Score 1 point for hitting someone with a water balloon, 3 points for getting a KO, and lose 1 point for being KO'd. The team with the most points at the end wins!
  • 3v3
  • 3 Minutes
  • 150% Damage
 
New Legend Rotation
  • Artemis is free to play this week for the first time!
  • This week’s new Legend Rotation features Artemis, Asuri, Azoth, Cross, Gnash, and Queen Nai!
 
Brawlhalla - Raidhyn


Welcome to the Summer Heatwave! In this update we’re introducing a load of cool summer items to celebrate the hottest days of the year. So grab your sandals, beach chairs, any nearby weapons, and join the fun! We are introducing a new camera in features we’d love to get your feedback on. Balance improvements hot off The Forge are coming in this patch, along with the normal slew of improvements, adjustments, and fixes. Thanks for playing Brawlhalla and we’ll see you at the Beach Brawl!

Heatwave Summer Event!
  • Heatwave Colors are back in the store for 1500 Gold each!
  • Ice Kor-eam Avatar for 6000 Gold!
  • Atlantean Orion - “Fierce protector of deep sea mysteries.”
  • Dog Days Mordex - “Every dog has its day...at the beach!”
  • Wipeout Nix - “Sharks aren’t the most dangerous thing in the water anymore.”
  • Endless Heat Wave Avatar - “Catch a wave and cruise through the heat!”
  • Heatwave 2017 Podium - “Celebrate the Summer Heatwave with this Tiki Tower!”
  • Hot Lava KO Effect - “Melt your opponents with this hot KO!”
Brawl of the Week
  • Beach Brawl!
  • 3v3
  • 2 Minutes
 
New Test Feature: Action Camera
We’ve been experimenting internally with improvements to the in-game camera and we think we’re onto something! The new camera changes zoom closer on the action, keeps more focus on the players, and helps the art on Legends and signatures shine.

We don’t think it’s 100% ready yet, but with your help we’re hoping to improve the way the in-game camera makes Brawlhalla players look their best!  We’re looking for your feedback on it, along with replays, GIFs, and other things listed below.  

The camera in test features has the following differences from live:
  • The new camera can zoom in much closer to the characters.
  • After being zoomed out, the new camera will spend less time before zooming in again.
  • The speed at which the camera will zoom in is slightly slower to make up for how frequently it will zoom, and how close it will get.
  • It will make sure that at least one platform or wall is always visible since it now can zoom close enough that it would be possible for no platforms to be visible.
 

Feedback we’re looking for:
  • Does it feel good while you’re playing?
  • How does the new camera feel if you have an opponent with a poor connection?
  • Were there any weird pops or jitters or did the camera feel smooth for you?
  • Additional feedback is good!
  • If you’ve taken video / GIF recordings you want to share hit up the Brawlhalla Twitter or email them to http://mailto:support@brawlhalla.com
 
User Interface
  • The Clan chat box will no longer eat Enter key presses when trying to enter the Keybinds screen.
  • Removed foreground clouds in the character select to make room for the modified podium information.
  • Improved keyboard navigation of the Keybinds screen. It will now wrap around both vertically and horizontally, and moving the bottom row will now default to the Apply Changes button instead of the Close button if you've made any changes.
  • Revised character select UI information to better suit customizable podiums.
  • Redesigned the post match scoreboard to make nameplates more cohesive with podiums. The UI now contains a new item asset for the scoreboard to improve integration with nameplates and the combat broadcast plate.
 
Performance Improvements
  • Reworked the internal animation system to have fewer frame spikes by spreading out the load better.
  • Generally improved performance of the animation system.
  • Reduced runtime allocations in animation system.
  • Lowered size of animation files by ~10%.
 
MultiKeyboard
  • In -multikeyboard, removing a keyboard while it is rebinding keys will now gracefully exit the Keybinds screen instead of getting stuck or crashing.
  • In -multikeyboard, other keyboards can no longer enter a new keybind while one of them is rebinding a key.
 
Balance Changes
This week we have a large number of Legend adjustments directly from your feedback in the Forge! All of you have been participating in the Signatures channel and compiling a detailed list, and here is the first round of those requests. It is worth noting that a number of the rehitboxing passes on Signatures have a fairly large effect on their balance, which is why they are included in this section and will be accompanied by a brief overview of what those changes alter in gameplay. We also have included a few weapon changes from the Forge, as the community has requested a bit more time to adapt to the recent changes.

 

Axe

Axe users have requested pushing Side Light towards having more varied followups at different health ranges, following the direction from the previous balance pass. We have altered both the Variable Force and its angle to create a transition point around orange damage that favors Neutral Air followups over Down Light followups.
  • Axe Side Light: Redirected angle of knockback to be more vertical; Increased Force from 16 Variable/54 Fixed to 20 Variable/54 Fixed.
 

Spear

As an anti-air attack, we have decreased the Recover time on miss for Spear Down Light significantly to add more power against airborne opponents, increasing utility to be in line with other similar powers such as Axe Down Light and Bow Neutral Light.
  • Spear Down Light: Decreased Recover time on miss from 25 Variable/7 Fixed to 25 Variable/4 Fixed.
 

Rocket Lance

In its rehitboxing, the Lance Neutral Light lost a significant amount of coverage near the user, pushing its use further from that of the Down Light. We have shifted some of this power within the Neutral Light by reducing the amount of time between the initial two hits for a quicker overall attack duration.
  • Rocket Lance Neutral Light: Rehitboxed to better match animation, resulting in less coverage near the user; Decreased time between the first two hits from 15 to 14.
 

Gauntlets

Ground Pound is a core attack within the Gauntlets kit, given the steering allowed during the attack and the weapon’s general off-stage prowess. Typically, the proper escape from Gauntlets edge-guarding pressure is to delay your jumps and move around the back end of the Ground Pound, as immediate panic jumps can be heavily punished. We have leaned into this counter-play by significantly reducing the backwards steering available during this attack.
  • Gauntlets Ground Pound: Decreased steering in the backwards direction by an additional 15%.
 

Hattori

Hattori has received a shift in power within her Sword kit, with the Neutral Sword losing some horizontal coverage via decreased travel speed after the teleport. In compensation, the Down Sword has received faster Time to Hit for more responsive use, although those frames have been added to the end of the attack as Recover time. This should make the Down Sword both easier to hit when used properly, but more punishable when used improperly. The Down Spear has received a significant increase in minimum Stun time to prevent being punished for hitting an opponent, as Hattori was at a disadvantage in certain cases when the opponent was left at close range after being struck.
  • Hattori Neutral Sword: Decreased horizontal travel distance during the sword swing.
  • Hattori Down Sword: Decreased Minimum Charge time from 21 to 18; Increased Recover time from 18 to 21.
  • Hattori Down Spear: Increased Stun from 13 to 22.
 

Barraza

Barraza has received a quality of life improvement for his Neutral Blasters. Previously, the backward roll from his final shot resulted in a rather large descent when used as a Gravity Cancel, or done with his back towards an edge. We have adjusted how this ending behaves resulting in less of a vertical drop, leaving Barraza in a better position for easier recovery back to the stage.
  • Barraza Neutral Blasters: Decreased vertical drop after mid-air hits, such as Gravity Cancels.
 

Cassidy

We have shifted some power from Cassidy’s Side Hammer into her Down Hammer. The Side Hammer is a very fast attack so we have decreased the knockout potential as requested. To compensate, we have decreased the Time to Hit for the Down Hammer, making that attack more responsive in combat.
  • Cassidy Side Hammer: Decreased Force from 54 Variable/75 Fixed to 51 Variable/75 Fixed.
  • Cassidy Down Hammer: Decreased Minimum Charge time from 19 to 17.
 

Azoth

Azoth’s Neutral Axe has received increased power as one of his primary anti-air attacks. Given this Signature’s diagonal direction of force that can hinder knockouts, we have increased both the damage and variable force for more meaningful use and both low and high health values.
  • Azoth Neutral Axe: Increased Damage from 24 to 26; Increased Force from 54 Variable/71 Fixed to 56 Variable/71 Fixed.
 

Gnash

Gnash has received rehitboxing on his Neutral and Down Spear, resulting in notable changes for both attacks. The Neutral Spear will find slightly less stacked coverage, while increasing its maximum range and overhead coverage. The Down Spear also ends up with a reduction in stacked coverage but an increase in vertical coverage.
  • Gnash Neutral Spear: Rehitboxed to better match the animation.
  • Gnash Down Spear: Rehitboxed to better match the animation.
 

Jhala

Jhala’s Down Sword is generally underused, due to its fairly low vertical and horizontal range. With a moderate recover time already built into the animation, we have slightly decreased the Recover time value for this Signature to shift the risk/reward more in its favor.
  • Jhala Down Sword: Decreased Recover time from 6 to 4.
 

Koji

Koji’s Down Sword comes with a fairly long Time to Hit and generally low reward. Although slightly offset by its healthy range, this Signature has felt a bit underwhelming in reward and ease of use. We have made it slightly faster with a moderate increase in damage to reward those with a practiced hand.
  • Koji Down Sword: Decreased Minimum Charge time from 12 to 11; Increased Damage from 24 to 26.
 

Queen Nai

Queen Nai sees a great deal of changes, both in hitboxing and in traditional balance values. The Side Spear and Side Katars have both been rehitboxed, generally resulting in increased coverage near the user. The Neutral Spear has excellent utility and great application when Gravity Canceled, particularly after a Down Light, so we have shifted some of its power to bolster reward for the underused Down Spear.
  • Queen Nai Side Spear: Rehitboxed to better match the animation (resulting in greater coverage along the spear).
  • Queen Nai Neutral Spear: Decreased Force from 52 Variable/65 Fixed to 50 Variable/65 Fixed.
  • Queen Nai Down Spear: Increased Force from 48 Variable/50 Fixed to 50 Variable/50 Fixed.
  • Queen Nai Side Katars: Rehitboxed to better match the animation.
 

Ragnir

Ragnir’s Down Axe can be difficult to use, with a generally higher risk than reward. As requested, we have reduced the risk to be more in line with its straightforward coverage and niche use.
  • Ragnir Down Axe: Decreased Recover time on miss from 22 to 18.
 

Scarlet

Scarlet’s Down Lance is no longer able to move during its Recover time, as players could have an overly difficult time approaching against this Signature. Scarlet’s Neutral Lance rehitboxing sees a moderate decrease in horizontal coverage, although a minor increase in vertical coverage.
  • Scarlet Down Lance: Can no longer move during Recover time.
  • Scarlet Neutral Lance: Rehitboxed to better match the animation.
 

Teros

Teros’ Down Hammer has received a slightly slower Time to Hit to compensate for both its coverage and damage. This increase in startup also opens a moderate dodge window when used after a Hammer Down Light.
  • Teros Down Hammer: Increased Minimum Charge from 6 to 8.
 
New Legend Rotation

This week’s new Legend Rotation features Ada, Bodvar, Ember, Jhala, Mordex and Ulgrim!

 
Bug Fixes
  • Fixed bug causing victor podiums in the scoreboard to float above the cloud line when five or more players are present at a time
  • Fixed a bug where the option to ban gadgets in a ranked queue would be hidden instead of locked when a player hadn't completed a game in that queue that season yet.
 

PS4 Note
 We've got a patch coming out this week that is a minor hotfix/bugfix patch. We are submitting a much larger content patch that will include Artemis and other content, but we're not sure how long that process will take. We'll keep you updated! Thanks again to all our PlayStation Beta Testers! 
Brawlhalla - Raidhyn


Welcome to the Summer Heatwave! In this update we’re introducing a load of cool summer items to celebrate the hottest days of the year. So grab your sandals, beach chairs, any nearby weapons, and join the fun! We are introducing a new camera in features we’d love to get your feedback on. Balance improvements hot off The Forge are coming in this patch, along with the normal slew of improvements, adjustments, and fixes. Thanks for playing Brawlhalla and we’ll see you at the Beach Brawl!

Heatwave Summer Event!
  • Heatwave Colors are back in the store for 1500 Gold each!
  • Ice Kor-eam Avatar for 6000 Gold!
  • Atlantean Orion - “Fierce protector of deep sea mysteries.”
  • Dog Days Mordex - “Every dog has its day...at the beach!”
  • Wipeout Nix - “Sharks aren’t the most dangerous thing in the water anymore.”
  • Endless Heat Wave Avatar - “Catch a wave and cruise through the heat!”
  • Heatwave 2017 Podium - “Celebrate the Summer Heatwave with this Tiki Tower!”
  • Hot Lava KO Effect - “Melt your opponents with this hot KO!”
Brawl of the Week
  • Beach Brawl!
  • 3v3
  • 2 Minutes
 
New Test Feature: Action Camera
We’ve been experimenting internally with improvements to the in-game camera and we think we’re onto something! The new camera changes zoom closer on the action, keeps more focus on the players, and helps the art on Legends and signatures shine.

We don’t think it’s 100% ready yet, but with your help we’re hoping to improve the way the in-game camera makes Brawlhalla players look their best!  We’re looking for your feedback on it, along with replays, GIFs, and other things listed below.  

The camera in test features has the following differences from live:
  • The new camera can zoom in much closer to the characters.
  • After being zoomed out, the new camera will spend less time before zooming in again.
  • The speed at which the camera will zoom in is slightly slower to make up for how frequently it will zoom, and how close it will get.
  • It will make sure that at least one platform or wall is always visible since it now can zoom close enough that it would be possible for no platforms to be visible.
 

Feedback we’re looking for:
  • Does it feel good while you’re playing?
  • How does the new camera feel if you have an opponent with a poor connection?
  • Were there any weird pops or jitters or did the camera feel smooth for you?
  • Additional feedback is good!
  • If you’ve taken video / GIF recordings you want to share hit up the Brawlhalla Twitter or email them to http://mailto:support@brawlhalla.com
 
User Interface
  • The Clan chat box will no longer eat Enter key presses when trying to enter the Keybinds screen.
  • Removed foreground clouds in the character select to make room for the modified podium information.
  • Improved keyboard navigation of the Keybinds screen. It will now wrap around both vertically and horizontally, and moving the bottom row will now default to the Apply Changes button instead of the Close button if you've made any changes.
  • Revised character select UI information to better suit customizable podiums.
  • Redesigned the post match scoreboard to make nameplates more cohesive with podiums. The UI now contains a new item asset for the scoreboard to improve integration with nameplates and the combat broadcast plate.
 
Performance Improvements
  • Reworked the internal animation system to have fewer frame spikes by spreading out the load better.
  • Generally improved performance of the animation system.
  • Reduced runtime allocations in animation system.
  • Lowered size of animation files by ~10%.
 
MultiKeyboard
  • In -multikeyboard, removing a keyboard while it is rebinding keys will now gracefully exit the Keybinds screen instead of getting stuck or crashing.
  • In -multikeyboard, other keyboards can no longer enter a new keybind while one of them is rebinding a key.
 
Balance Changes
This week we have a large number of Legend adjustments directly from your feedback in the Forge! All of you have been participating in the Signatures channel and compiling a detailed list, and here is the first round of those requests. It is worth noting that a number of the rehitboxing passes on Signatures have a fairly large effect on their balance, which is why they are included in this section and will be accompanied by a brief overview of what those changes alter in gameplay. We also have included a few weapon changes from the Forge, as the community has requested a bit more time to adapt to the recent changes.

 

Axe

Axe users have requested pushing Side Light towards having more varied followups at different health ranges, following the direction from the previous balance pass. We have altered both the Variable Force and its angle to create a transition point around orange damage that favors Neutral Air followups over Down Light followups.
  • Axe Side Light: Redirected angle of knockback to be more vertical; Increased Force from 16 Variable/54 Fixed to 20 Variable/54 Fixed.
 

Spear

As an anti-air attack, we have decreased the Recover time on miss for Spear Down Light significantly to add more power against airborne opponents, increasing utility to be in line with other similar powers such as Axe Down Light and Bow Neutral Light.
  • Spear Down Light: Decreased Recover time on miss from 25 Variable/7 Fixed to 25 Variable/4 Fixed.
 

Rocket Lance

In its rehitboxing, the Lance Neutral Light lost a significant amount of coverage near the user, pushing its use further from that of the Down Light. We have shifted some of this power within the Neutral Light by reducing the amount of time between the initial two hits for a quicker overall attack duration.
  • Rocket Lance Neutral Light: Rehitboxed to better match animation, resulting in less coverage near the user; Decreased time between the first two hits from 15 to 14.
 

Gauntlets

Ground Pound is a core attack within the Gauntlets kit, given the steering allowed during the attack and the weapon’s general off-stage prowess. Typically, the proper escape from Gauntlets edge-guarding pressure is to delay your jumps and move around the back end of the Ground Pound, as immediate panic jumps can be heavily punished. We have leaned into this counter-play by significantly reducing the backwards steering available during this attack.
  • Gauntlets Ground Pound: Decreased steering in the backwards direction by an additional 15%.
 

Hattori

Hattori has received a shift in power within her Sword kit, with the Neutral Sword losing some horizontal coverage via decreased travel speed after the teleport. In compensation, the Down Sword has received faster Time to Hit for more responsive use, although those frames have been added to the end of the attack as Recover time. This should make the Down Sword both easier to hit when used properly, but more punishable when used improperly. The Down Spear has received a significant increase in minimum Stun time to prevent being punished for hitting an opponent, as Hattori was at a disadvantage in certain cases when the opponent was left at close range after being struck.
  • Hattori Neutral Sword: Decreased horizontal travel distance during the sword swing.
  • Hattori Down Sword: Decreased Minimum Charge time from 21 to 18; Increased Recover time from 18 to 21.
  • Hattori Down Spear: Increased Stun from 13 to 22.
 

Barraza

Barraza has received a quality of life improvement for his Neutral Blasters. Previously, the backward roll from his final shot resulted in a rather large descent when used as a Gravity Cancel, or done with his back towards an edge. We have adjusted how this ending behaves resulting in less of a vertical drop, leaving Barraza in a better position for easier recovery back to the stage.
  • Barraza Neutral Blasters: Decreased vertical drop after mid-air hits, such as Gravity Cancels.
 

Cassidy

We have shifted some power from Cassidy’s Side Hammer into her Down Hammer. The Side Hammer is a very fast attack so we have decreased the knockout potential as requested. To compensate, we have decreased the Time to Hit for the Down Hammer, making that attack more responsive in combat.
  • Cassidy Side Hammer: Decreased Force from 54 Variable/75 Fixed to 51 Variable/75 Fixed.
  • Cassidy Down Hammer: Decreased Minimum Charge time from 19 to 17.
 

Azoth

Azoth’s Neutral Axe has received increased power as one of his primary anti-air attacks. Given this Signature’s diagonal direction of force that can hinder knockouts, we have increased both the damage and variable force for more meaningful use and both low and high health values.
  • Azoth Neutral Axe: Increased Damage from 24 to 26; Increased Force from 54 Variable/71 Fixed to 56 Variable/71 Fixed.
 

Gnash

Gnash has received rehitboxing on his Neutral and Down Spear, resulting in notable changes for both attacks. The Neutral Spear will find slightly less stacked coverage, while increasing its maximum range and overhead coverage. The Down Spear also ends up with a reduction in stacked coverage but an increase in vertical coverage.
  • Gnash Neutral Spear: Rehitboxed to better match the animation.
  • Gnash Down Spear: Rehitboxed to better match the animation.
 

Jhala

Jhala’s Down Sword is generally underused, due to its fairly low vertical and horizontal range. With a moderate recover time already built into the animation, we have slightly decreased the Recover time value for this Signature to shift the risk/reward more in its favor.
  • Jhala Down Sword: Decreased Recover time from 6 to 4.
 

Koji

Koji’s Down Sword comes with a fairly long Time to Hit and generally low reward. Although slightly offset by its healthy range, this Signature has felt a bit underwhelming in reward and ease of use. We have made it slightly faster with a moderate increase in damage to reward those with a practiced hand.
  • Koji Down Sword: Decreased Minimum Charge time from 12 to 11; Increased Damage from 24 to 26.
 

Queen Nai

Queen Nai sees a great deal of changes, both in hitboxing and in traditional balance values. The Side Spear and Side Katars have both been rehitboxed, generally resulting in increased coverage near the user. The Neutral Spear has excellent utility and great application when Gravity Canceled, particularly after a Down Light, so we have shifted some of its power to bolster reward for the underused Down Spear.
  • Queen Nai Side Spear: Rehitboxed to better match the animation (resulting in greater coverage along the spear).
  • Queen Nai Neutral Spear: Decreased Force from 52 Variable/65 Fixed to 50 Variable/65 Fixed.
  • Queen Nai Down Spear: Increased Force from 48 Variable/50 Fixed to 50 Variable/50 Fixed.
  • Queen Nai Side Katars: Rehitboxed to better match the animation.
 

Ragnir

Ragnir’s Down Axe can be difficult to use, with a generally higher risk than reward. As requested, we have reduced the risk to be more in line with its straightforward coverage and niche use.
  • Ragnir Down Axe: Decreased Recover time on miss from 22 to 18.
 

Scarlet

Scarlet’s Down Lance is no longer able to move during its Recover time, as players could have an overly difficult time approaching against this Signature. Scarlet’s Neutral Lance rehitboxing sees a moderate decrease in horizontal coverage, although a minor increase in vertical coverage.
  • Scarlet Down Lance: Can no longer move during Recover time.
  • Scarlet Neutral Lance: Rehitboxed to better match the animation.
 

Teros

Teros’ Down Hammer has received a slightly slower Time to Hit to compensate for both its coverage and damage. This increase in startup also opens a moderate dodge window when used after a Hammer Down Light.
  • Teros Down Hammer: Increased Minimum Charge from 6 to 8.
 
New Legend Rotation

This week’s new Legend Rotation features Ada, Bodvar, Ember, Jhala, Mordex and Ulgrim!

 
Bug Fixes
  • Fixed bug causing victor podiums in the scoreboard to float above the cloud line when five or more players are present at a time
  • Fixed a bug where the option to ban gadgets in a ranked queue would be hidden instead of locked when a player hadn't completed a game in that queue that season yet.
 

PS4 Note
 We've got a patch coming out this week that is a minor hotfix/bugfix patch. We are submitting a much larger content patch that will include Artemis and other content, but we're not sure how long that process will take. We'll keep you updated! Thanks again to all our PlayStation Beta Testers! 
...