» Category: Patch Notes

Patch 1.4.21 Notes

  • Hitboxes that hit on their last active frame will no longer disappear during hitpause.
  • Most projectiles now have their hitboxes visible in training mode.
  • Red team will always start the match on the left side of the stage.
  • Waveland is now jump-cancellable on frame 4 for all characters (was previously frame 6 for heavy characters).
  • Fixed a bug that allowed players to crouch in the air for 1 frame, restoring their airdodge.
  • Strong Attack mechanics adjusted to work consistently regardless of control scheme.
    • Strong Attack is now always a 3-frame input. Previously was a 6-frame input with a joystick and a 4-frame input with keyboard/dpad.

  • Fstrong hit 1 SDI multiplier adjusted from x1 > x0 (so the 2nd hit connects more consistently when the move is used at the ledge).
  • Uspecial final hit knockback increased from 7+.5 > 8+.6.

  • Nair bounce no longer restores double jump, walljump, and airdodge.
  • Uspecial can now be canceled with a walljump anytime Orcane isn’t moving upward.
  • Bubbles now clear the opponent’s airdodge buffer if they were grounded, so missing a parry doesn’t buffer an airdodge.

  • Ftilt hits 1 and 2 angle flipper adjusted from 4 (Horizontal knockback sends toward the center of the hitbox) > 9 (Sends toward the center of the hitbox).
  • Ftilt hits 1 and 2 are now untechable.
  • Nair animation updated.
  • Nair hit 2 hitstun modifier decreased from x1.0 > x0.8.
  • Nair endlag increased from 6 > 8 (9 > 12 on whiff).
  • Time between nair hits decreased from 12 > 8.
  • Uair center hit angle adjusted from 80 > 75.
  • Uair center hit KB scaling increased from .3 > .4.
  • Nspecial endlag increased from 11 > 16.
  • Double jumping right after using Fspecial while it’s on cooldown will no longer use all of your double jumps.

  • Jab 1 and Jab 2 animations have new recovery frames.
    • Kragg no longer leaves his arm extended for the entire duration of Jab 1’s recovery.
  • When a player leaves a falling pillar, it will continue to fall for the next 20 frames.
  • Fspecial is no longer locked out of turning for 8 frames when the rolling animation starts over.
  • Fspecial jump cancel timer no longer counts down while in hitpause (values adjusted so that the cancel window feels the same as before).
  • Uspecial pillar will only rise to the minimum height if started more than 80px below it.
    • Normal Uspecial raises you up by 80px. Previously, if you were 1px below the minimum pillar height, it would raise you 1px instead of 80px.
  • Rock Uthrow and Dthrow can now be reversed.

  • Ftilt endlag decreased from 10 > 8 (15 > 12 on whiff).
  • Utilt endlag decreased from 12 > 10 (18 > 15 on whiff).
  • Utilt hits 1 and 2 angle flipper adjusted from 4 (Horizontal knockback sends toward the center of the hitbox) > 9 (Sends toward the center of the hitbox).
  • Utilt hits 1 and 2 are now untechable and cannot cause a ground bounce.

  • Lily will no longer try to attack enemies whose hurtboxes aren’t touching her (unless they’re invincible, in which case she will activate the same as previous versions).
  • Lily can no longer eat a seed on the frame it is created (this prevents Lily from eating seeds that would otherwise mark a player between Maypul and Lily).
  • Hitting players immediately after they’re wrapped by Lily will no longer result in no knockback.
  • Parrying will no longer remove Maypul’s mark if the Maypul is on the same team as the parrying player.
    • This also applies to Clairen’s Dspecial.

  • Parrying Absa’s Fspecial will force her into parry stun even if she is no longer in the attack’s animation.
  • Parrying another character’s Fspecial projectile will no longer prevent Absa from creating a cloud with Nspecial.
  • Uspecial both hits knockback scaling decreased from .2 > .15 (slightly reduces the frame advantage on hit against grounded opponents).

  • Fspecial’s cooldown can no longer be avoided if the move is interrupted.

  • Spirit Flame will no longer target players in the respawn state.

  • Jab endlag decreased from 14 > 12 (21 > 18 on whiff).
  • Uair tipper hitbox shrunk by 2px on the bottom (to remove the 1px of tipper sticking out from under the sourspot).
  • Aerial Fspecial recovery frames before cancel window starts increased from 18 > 20.
  • Aerial Fspecial’s recovery will now only be cancellable on whiff if the recovery window starts on the ground.
  • Fspecial walljump window is now always halfway through the endlag window, instead of being later on whiff.
  • Uspecial part 2 pratland time decreased from 18 > 15.

  • Fstrong final hit hit lockout increased from 0 > 10.
  • Fair sweetspot angle adjusted from 45 > 40.
  • Bair priority swapped (tip has highest priority, base has lowest).
  • Bair sweetspot shrunk 14px outward horizontally.
  • Bair endlag decreased from 25 > 20.
  • Bair sweetspot damage increased from 12 > 16.
  • Fspecial damage increased from 6 > 8.
  • Hurtbox fixed when cancelling Uspecial into Taunt.
  • Fspecial cancel timer no longer counts down while in hitpause.
    • Values adjusted, but this shortens the cancel window by 5 frames when hitting a flower, since the flower only deals half hitpause.

  • Fair hits 1 and 2 no longer force flinch.
  • Fair hits 1 and 2 damage increased from 2 > 3.
  • Dair hits 1 and 2 damage increased from 2 > 3.
  • Dspecial will now correctly fall off of Forsburn’s clone when using Uspecial.

  • Bair hits 1 and 2 damage increased from 2 > 3.
  • Bair final hit damage decreased from 6 > 4.
  • Holding up immediately when Dstrong leaves the ground makes Shovel Knight jump higher.

Patch 1.4.20 Notes

A small patch containing mostly fixes for some odds and ends. This patch will be what the RCS World Finals are played on at Genesis 7 later this month!

  • Basic version of Merchant Port/Swampy Estuary dimensions fixed to match the Aether version (side blastzones increased by 2px).
    • This fixes a bug with Sylvanos on Merchant Port that allowed him to grow grass underneath already existing grass.

  • Environmental collision is now disabled when Orcane teleports to a puddle until the first hitbox disappears. This prevents situations like these.

  • Vertically moving seeds will no longer be destroyed when touching Lily unless she is idle.

  • Ice on the ground can no longer freeze opponents when they are invincible due to their hurtbox being nonexistant (e.g. Clairen’s Dspecial).

  • When parried, Dair will go into pratfall when bouncing off an opponent/object.

  • Holding the special button during Dspecial (spawning the bubble) will now allow you to freely move the bubble as if you had performed another Dspecial with the bubble out.

  • Ftilt physical hitbox BKB reduced from 6 > 4.75.
  • Ftilt physical hitbox angle changed from 55 > 30.
  • Ftilt physical hitbox is now untechable.
    • Previously, DIing away and teching in place would cause you to be actionable 4 frames before Sylvanos, making the move punishable on hit.
  • Flowers now have a distinct visual for when they’re projectile immune and a more distinct visual for when they’re the oldest of 3 flowers.

Patch 1.4.17 + Hotfix 1.4.18 Notes

  • Notes with this label 1.4.18 Hotfix were added in a hotfix on 12/2.
  • DLC characters can now be spawned while playtesting.
  • Up and down hard press buffers are now cleared at the start of the initial dash state.
    • This prevents unintentional moonwalks when trying to dash dance immediately after pressing down/up.
  • Outward hitting moves (such as Forsburn’s Combust or Shovel Knight’s War Horn) now calculate hitstun based on the actual knockback received instead of deriving it from the base knockback and scaling values of the hitbox. This means that hitting with the lower angles of the move will result in less hitstun.
  • 1.4.18 Hotfix If a normal hitbox with low priority and a projectile hitbox with high priority both hit a projectile-immune opponent at the same time, the projectile will no longer make the physical hitbox miss.
  • When an attack hits while the attacker is already in hitpause, the new hitpause will now overwrite the previous hitpause ONLY if the new hitpause is greater than the full value of the previous hitpause. Previously, the attacker’s hitpause could never be overwritten.
    • This comes into play when an opponent hits both Sylvanos and his flower at the same time. Previously, this would cause the attacker to have half the normal hitpause while Sylvanos would have full hitpause.

  • Forward Air animation cleaned up.
  • Up Special no longer takes Orcane’s double jump. Orcahop, however, still takes his double jump.

A little bird told me that Wrastor has been terrorizing Rivals metagame during the later half of 2019. While we would argue the Wrastor players have been the real terror, we still wanted to take a look at some of the strategies that Wrastor players have used to get success with little risk. We increased the end lag on Down Tilt to make it less safe to whiff when fishing for an opening while not impacting it on hit. We also wanted to look at Up Strong as we saw Wrastors opting for it nearly every time their opponent had high damage rather than going for other KO options. Finally, we wanted to look at slipstream’s active time to normalize the duration when it misses and also decrease how long a combo can be before Wrastor has to throw another slipstream.

  • Down Tilt endlag increased from 18 > 24 on whiff.
      It’s still jump-cancellable on hit, so the on-hit endlag is unchanged.
  • Up Strong sourspot knockback decreased from 6 + 1.15 > 6 + 1.0.
  • Up Strong sweetspot knockback decreased from 8 + 1.35 > 7 + 1.25.
  • Forward Special slipstream duration decreased from 8 seconds > 5 seconds.
  • Forward Special slipstream cooldowns all normalized to 5 seconds (was previously 8 seconds normally, 6 seconds on parry, and 4 seconds when the projectile was hit).

Thanks to one specific player, Forsburn’s meta has developed much faster than some of the other characters. At a recent event, we got a glimpse of where it could go. Rather than waiting around to see if stalling and sitting on 3 stacks of smoke DOES become a viable strategy, we wanted to reduce its effectiveness. Rather than changing absorbing smoke and slowing Forsburn down or making him clunky, we decided to make a small hit to the strength of Combust. Our goal is to keep the reward high when comboing into Combust but reduce the reward when performed on the ground of center stage.

  • Combust sweetspot knockback decreased from 7 + 1.3 > 7 + 1.2.
  • Forsburn is no longer unable to use the dodge button while his clone is in hitpause.
  • Champion Forsburn’s clone will now hold taunt while you do.

  • Holding the dodge button during Up Special’s startup will prevent Maypul from tethering.

  • Performing a double jump on the same frame as a fastfall, resulting in a downward double jump, no longer consumes your double jump.
      Your jump is restored 7 frames into the double jump animation, and is only restored if your vertical speed is going downward fast enough. This means that if you cancel the downward double jump with a move that shifts your momentum, it will not refund your double jump.

For the longest time, Etalus has been able to freeze invincible opponents who are rolling. Initially he could also freeze parrying opponents. This is because when we first designed Etalus, Freeze was only meant to be countered by jump. Now that Etalus’ meta has evolved, the character already is quite good at punishing both techs and rolls. He doesn’t need to be able to freeze you both after a bad roll and DURING it. Getting frozen while invincible doesn’t feel good when every other attack would miss. We decided to remove the jankiness of that interaction and distribute some power into Etalus’ kit to make up for its removal.

  • Jab startup decreased from 6 frames > 5 frames.
  • Down Tilt knockback adjusted from 2 + .3 at angle 361 > 4 + 0 at angle 55.
      This makes Down Tilt 1 always able to connect into Down Tilt 2 with good spacing. Previously, the low angle allowed opponents to tech between the hits and the scaling made it stop connecting at higher percents.
  • Armored Up Strong BKB decreased from 8 > 7 (matches non-armored Up Strong).
  • Non-armored Down Strong BKB increased from 6 > 7 (matches armored Down Strong).
  • Down Special can no longer slide off of ledges.
  • Down Special no longer fails to create the landing hitbox if it hits an opponent one frame before landing.
  • Down Special’s shockwave can no longer freeze invincible opponents.

For Ori & Sein, we wanted to decrease their reliance on certain moves, like dash attack, and increase the usability of other moves, like Ustrong. We also added some variety to their aerial game by changing Bair’s angle, which was previously the same as Fair and Uair.

  • Taunt hurtbox fixed to match their idle hurtbox.
  • Dash Attack sourspot hitbox shrunk.
  • Up Tilt final hit knockback angle adjusted from 80 > 85.
  • Back Air knockback angle changed from 361 > 40.
  • Back Air knockback scaling decreased from 0.7 > 0.6.
      This is a small net-buff to Back Air. The average character with good DI will be sent approximately 40-50px farther horizontally above 100%.
  • Up Strong (both versions) pre-charge startup decreased from 16 > 12.
  • Up Strong (both versions) final hit knockback scaling decreased from 1.1 > 1.05.
      Increases the usability in more situations while reducing the potency as a parry punish.
  • While opening Up Special’s feather, you can now fast fall to drop slightly for a frame (this was accidentally removed in 1.4.14 to fix a fastfall bug).
  • Bash no longer stops at edges when grounded.
  • After hitting with Bash, Ori will no longer keep their previous momentum during the 2 frames between the end of hitpause and Ori launching themselves.

(prevents this bug from happening)

  • Base knockback swapped on Up Strong’s sourspot hitboxes (the inner hitbox is now the stronger of the two).
  • 1.4.18 Hotfix Damage swapped on Up Strong’s sourspot hitboxes (so that the stronger hit does more damage).
  • Non-poisoned enemies caught by Forward Special will now be trapped in bubble for 40 frames.
      This reverts the change from 1.4.13 that made it 20 frames, as it oversimplified non-poisoned bubble combos without making them weaker. It also hurt Ranno more than intended when hitting a tongue while recovering.

  • Up Special now only records a 2nd press of the special button 8 frames after the first hitbox appears (instead of immediately when the first hitbox appears).
  • Plasma Field now removes Zetterburn’s flame pools.

  • Down Special will now auto-arm when stuck to a Ranno that’s in the dizzy animation after his Forward Special is parried.
  • Every 60 frames of travel, uncharged Forward Special’s missile will gain 1% damage up to a max of 5%.
  • Falling Down Special mine can no longer be hit by another Elliana’s mine.
  • 1.4.18 Hotfix Steam hitboxes can no longer hit an aerial mine.
  • 1.4.18 Hotfix Mine now has a sound effect when it’s destroyed by Clairen’s plasma field.

  • Forward Tilt now has a physical hitbox before the seed is launched.
  • Down Tilt hurtbox pulled in during the frames right after the hitboxes are present.
  • Sylvanos will no longer go into pratfall after eating his own flower with Forward Special.
      Previously, you would only avoid pratfall by hitting a player or their objects, including enemy Sylvanos’ flowers.

  • Down Air non-spike sweetspot base knockback decreased from 8 > 7.

Workshop Beta Branch Patch 1.5.8 Notes

Workshop Beta patch 1.5.8 is a small update, but we wanted to get something out fairly quickly to address some of the initial issues people found with the addition of the Stage Editor. If you need help accessing this beta please visit our original article announcing its public launch, or take a look at our in-depth technical manual for building content.

New Features

  • Workshop characters without an ai_init file will now use a default AI we’ve created to give them a little fight. You’ll still need to work on your own AI scripts if you want CPU versions of your characters to use all of their unique abilities and playstyles when people download them.

Major Fixes

  • Players can now properly view multiple pages of custom stages.
  • The custom character button now properly appears in casual and practice modes.
  • Stages now properly use the tag set in their config.ini when uploaded.
  • Buddies now work properly on custom stages.

Workshop Beta Branch Patch 1.5.7 Notes

Patch 1.5.7 is our latest update for the Workshop Beta branch, and it includes the next big feature from our road map – the Stage Editor. If you need help accessing the beta version please visit our original article announcing its public launch, or take a look at our in-depth technical manual for building content. Now on to the notes!

New Features

  • The Stage Editor is now accessible from the Workshop menu. Create custom stages directly in the game using standard controls or your mouse.
  • There are two types of stages you can make:
    • Standard stages: Built entirely with ingame assets, these are a good starting point for beginners and for prototyping new stage layouts quickly. There are 8 tilesets / stage backdrops available in this first beta release, with more to be added in future updates.
    • Advanced stages: Enables you to create your own background graphics, audio, and more. Additionally, custom scripting support will be coming in a future update. Any Standard stage can be converted into an Advanced stage in the Stage Editor menu.
  • Config files now have a ‘Finished’ flag. Set this to true and tag your item as finished so players can filter out work-in-progress items.
  • Both friendly and casual matches have a new change rules menu that allows you to enable workshop characters. NOTE: Make sure to enable this option to play with workshop characters and stages.

Major Fixes

  • Fixed a crash on casual 1v1 startup with custom characters selected.
  • Fixed a crash caused by different character loading times on different machines.
  • Fixed custom items’ version mismatch popup triggering at wrong times.

We’re grateful for the amount of support and activity that the Workshop Beta has received so far. If you’re ready to dive in and make your own stages, make sure you check out our latest manual entry on the new stage editor. We can’t wait to see what you make with this latest update!