Patch 1.2.2 – Money Match Me, Bro

Ranno and Clairen have been out for 3 weeks now – amassing over 465,000 games played and multiple tournaments under their belts (or collars). As we’ve been working through the occasional bugs and listening to your feedback, we feel we’re at a good critical mass now to release a new patch. Read on for bugfixes and balance changes you’ll be seeing in 1.2.2.

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New Feature – Money Matches

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Got some extra Aether coins? Now you can challenge other players in exhibition or friendly games to a money match. Wager anywhere from 100 – 9,999 coins and battle in up to a best-of-9 to determine the ultimate winner. If you need some Aether coins to wager, you can earn them by playing any game mode. There’s even bonus gold from tutorials.

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Full Patchnotes

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  • Money matches – Players can now wager Aether coins in friendly or exhibition matches.
  • New tutorials – The Hitfalling tutorial has been added to the Advanced Offense section. The Drift DI tutorial has been added to the Advanced Defense section. Check these out even if you’re a veteran!
  • Ranno and Clairen dev mode – Simple dev mode files have been added for Ranno and Clairen.
  • Quality of life changes for poisoned Rivals:
    • Characters now flash green when taking damage from poison.
    • Taunting when poisoned no longer incurs damage.
    • Characters cannot take poison damage for a short time (within 6 frames) of taking poison damage.
  • Removed the option to turn pause off – This caused weird situations where you couldn’t exit certain modes due to having no pause menu. We think hold-to-pause is still superior for tournament play.

Bugfixes

  • Ranno and Clairen now save their random banned state – Previously, both of these characters would always reappear as available in your random bans when starting a new session.
  • Projectile parry lockout – Parrying a projectile now instantly locks out your ability to parry/roll for 30 frames (this is a good thing). Previously it locked it out for 55 frames as soon as you cancelled the parry endlag. This meant you could still be locked out from parrying again even after you lost parry invincibility.
  • Replay names and special characters – Using “#” in replay names no longer acts as a line break.
  • Replay desync issue – Fixed an issue where fastfalling could cause replay desyncs.
  • Game stats save again – Our bad.

Ori and Sein

As a byproduct of a change last patch, Ori was able to avoid being stunned by an opponent’s parry after dash attacking. We’ve fixed this along with a few other small issues.

  • Ori can no longer cancel dash attack if it was parried.
  • Spirit Flame and Charged Flame now deal damage to Ori while they’re poisoned.
  • Reopening Uspecial no longer deals poison damage.
  • Charging Sein no longer prevents Ori from reopening Uspecial.

Ranno

Everyone was scared of the sword, but it turns out The Poisonous Pacifist might have been the one to look out for all along. To keep this monk centered, we’re toning back a few of his hitboxes and knockback values, as well as giving him some quality of life changes on dair, tongue, and sweetspots.

  • Nair startup increased from 2 > 3 frames.
  • Nair knockback scaling decreased from 0.7 > 0.6.
  • Nair hitbox size reduced.
    This was shrunk to remove most of the disjoint.
  • Fair spike hitbox size reduced.
    This was reduced because the spike hitbox was too easy to land. It was even big enough to cause problems when you wanted the normal hit but got the spike instead.
  • Fair spike knockback decreased from 7+0.7 > 5+0.9.
    This reduces the base knockback at lower percentages while increasing it at higher ones. We want this move to still be strong but not absolutely demolish people at low percents.
  • Bair startup increased from 3 > 4 frames.
  • Bair sweetspot size reduced.
    Players would often accidentally get the sweetspot when trying to get the reverse hit.
  • Bair sweetspot now changes which visual effect and sound effect is displayed after 5 frames to reflect the knockback decay.
  • Dair final hit knockback angle increased from 80 > 90 degrees.
  • Dair final hit damage increased from 3 > 4.
  • Dair final hit knockback scaling reduced from 0.4 > 0.25.
    These Dair changes are intended to make the move easier to combo and follow up with.
  • Ustrong recovery (on hit) increased from 20 > 23 frames.
  • Ranno no longer falls through platforms after whiffing Fspecial.
  • Tongue can no longer detect collision with invincible enemies.
  • Tongue active window reduced from 24 > 19 frames.
  • Ranno now receives extended parry stun when his tongue is parried.
  • Bubble time per stack reduced from 45 > 40 frames.
  • Ranno’s collar now flashes white while Nspecial is fully charged.
  • Tongue now shows its collision box when hitboxes are visible.
  • When tongue touches an opponent but fails to reel them in, Ranno no longer goes into special fall.
  • Clairen

    While people have alternatively adored/struggled with our third sword character since Wrastor, Clairen overall is pretty cool. This patch we’re moving a little bit of her power away from some of her non-tippered attacks, as well as reducing active frames on others. Our goal is to make good Clairens shine through exceptional spacing.

    • Utilt endlag (on hit) increased from 14 > 17 frames.
    • Utilt sourspot damage decreased from 8 > 6.
    • Dtilt sourspot damage decreased from 7 > 5.
    • Nair final tipper hit angle changed from 32 > 37 degrees.
      The old angle was a little too good at getting some surprising kills which wasn’t our intent with this move.
    • Fair landing lag increased from 8 > 9.
    • Fair recovery (on hit) increased from 13 > 14 frames.
    • Bair sourspot damage decreased from 6 > 5.
    • Active frames reduced on some moves:
      • Fair active 3,3 > 2,2.
      • Bair active 4 > 2.
      • Fstrong active 4 > 2.
      • Dtilt active 3 > 2.
      • Jab active 4 > 2.
      • Ustrong active 4 > 3.
    • Fspecial endlag increased from 24 > 32 frames.
    • Fspecial’s endlag can now only be cancelled if the move started in the air and ended on the ground, or if it hits an opponent. The cancel window is now 3 frames later on the air to ground version and 3 frames earlier when hitting an opponent.
      The windows were moved to make the reward for hitting easier to follow up on, while on a whiff we don’t want this move to be too safe.
    • Fixed a bug that prevented aerial Fspecial from being cancellable on hit with a double jump.
    • Taunt animation updated.

    Forsburn

    Nothing to see here, just a little fix to some clone issues.

    • Clone explosion command duration has been increased from 6 > 7 frames.
      This prevents an issue where it could happen twice when holding Dspecial.
    • Clone attacks while Forsburn is poisoned no longer cause damage to Forsburn.

    Let us know how you like the new characters along with any other thoughts in the comments below! As always, thanks for playing.