» Category: Patch Notes

Patch 1.4.15 Notes

  • Halloween colors are back! This year Rivals are wearing their costumes before the match starts.
  • You can no longer fastfall after being parried.
  • With strong attack option on: letting go of the direction before pressing attack will no longer activate a strong attack.
  • Hitting Eid (the guy in Tower of Heaven’s window) will no longer cause hitpause for the attacker.

  • Dash Attack hitstun multiplier decreased from x1.0 > x0.85.
  • Dash Attack angle flipper changed from 6 > 0.
  • Grounded dash attack is now jump-cancellable on hit after 8 frames of endlag.
  • Dair angle adjusted from 50 > 361 (45 in air, 40 on ground).
  • Slipstream height reduced from 44px > 40px.

  • Opponents will no longer move when in hitpause on top of a falling pillar.
  • Holding left or right when starting pillarless Uspecial will give the same boost as when cancelling Fspecial.

  • Charged Fspecial now has invincibility when spawning the super clone that lasts 4 frames after the clone is created (19 frames of invincibility total).

  • Uspecial hit 1 now moves opponents while in hitpause, but only if their hurtbox will not be hit by the 2nd hitbox (shouldn’t affect normal usage of the move, but should make it still connect when hitting extended hurtboxes).

  • Fspecial explosion base damage: 2 > 3.
  • Holding down during the first 5 frames of Dair’s descent makes Ori fall through platforms.

Patch 1.4.14 Notes

As a summer of action packed majors and grassroots events comes to a close, we’re taking this opportunity to make some cool changes across the cast. Read on for the full notes below.

  • Notes with this label 1.4.14 hotfix were added in a hotfix on 8/26.
    • Holding special will no longer count as holding jump during a wall cling.
    • The purple kill effect now ignores Kragg’s pillar and rock (necessary for optimization).

    • Dspecial cancel can now drift during the initial flip if Zetterburn’s horizontal speed is low enough.
      This allows you to gain speed after momentum is killed by hitting a wall, but does not affect normal Dspecial cancel.

    • Orcane can now drift during the endlag of non-teleport Uspecial.
    • Dspecial cooldown between dropping the puddle and spawning bubbles reduced from 60 > 30.
    • Uspecial now has a minimum speed boost on startup.
      Orcahop is exactly the same, but using Uspecial without upward momentum is much better.

    • Fstrong sourspot KB scaling decreased from 1.1 > 1.0.
    • Fstrong hitboxes moved to match the visual.
    • Fstrong sweetspot size increased from 10×10 > 12×12.
      This makes sure the sourspot doesn’t reach farther forward than the sweetspot.

    • Rockless Nspecial KB Scaling increased from 0.4 > 0.55.
    • Rockless Nspecial endlag reduced from 6 > 4.

    • Super clone will now switch to evade mode when his target is invincible.
    • Non-super clones will now be destroyed when the real Forsburn is hit (unless it has already started exploding with Dspecial).

    • Fair hit lockout reduced from 4 > 0.
    • Fspecial ledge snap threshold increased from 13px > 20px.
    • Aerial Fspecial dash speed increased from 12 > 14.
    • Uspecial speed boost when holding left or right after rising increased from 2 > 3.
    • Aerial Dspecial’s endlag can now be cancelled into Fspecial.
    • 1.4.14 hotfix Aerial Dspecial can no longer be cancelled into Fspecial after being parried.
    • 1.4.14 hotfix Fspecial that starts on the ground but ends in the air will now have the shorter endlag that aerial Fspecial usually has. This makes sure that Maypul’s momentum is conserved like a normal aerial Fspecial.
      During Fspecial, Maypul is counted as “on the ground” if she is anywhere within 32px above the ground. This is to make it so instant aerial Fspecial doesn’t have less endlag than grounded Fspecial.

    • While moving horizontally, Uspecial snaps to ledges within 16px.
    • Double jump, airdodge, and walljump are no longer refreshed when touching the ground while moving with Uspecial or in between the two movements.

    • Pressing down while reopening Uspecial will no longer lock you out of fastfalling the next time you cancel Uspecial.
    • Ori can now drift during the startup of Dspecial.
    • When Spirit Flame does no knockback, it will no longer overheat an enemy Sein or remove Shovel Knight’s dynamo charge.

    • You can now hold backward to throw the bubble behind you during grounded Dspecial.

    • Ftilt and Jab-special swapped. Pressing special after jab 2 will now do a tail swipe that spawns a petal wave, creating grass behind it. Ftilt now shoots a low-angle seed.
    • Dtilt hit 1 (both hitboxes) knockback matched to hit 2 (so that hitting an extended hurtbox with hit 1 and missing with hit 2 won’t be so punishing).
    • Fstrong post-charge frames decreased from 12 > 8 (full startup: 18 > 14).
    • Fstrong multihits hitpause decreased from 4 > 2.
    • Uspecial bite Base KB decreased from 10 > 9.
    • Uspecial bite KB scaling increased from 0.85 > 1.05.
    • Fspecial active frames increased from 3 > 4 (makes it less likely to pass through someone moving toward you while also making it easier to parry for the opponent).

    • Fstrong endlag increased from 18 > 20 (27 > 30 on whiff).
    • Air acceleration while charging strong attacks reduced from x1.0 > x0.5.
    • Dspecial mine now makes a sound when hit out of the air.

    • Ghost Glove endlag when shooting more than 2 projectiles increased from 12 > 24.
    • Uspecial non-sweetspot damage reduced from 6 per hit, total 18 > 5 per hit, total 15.
    • Uair repeating hits active frames increased from 2 > 4 (no more empty frames between them).
    • 1.4.14 hotfix Ghost Glove endlag is now calculated correctly.

    Let us know what you think in the comments.

    Patch 1.4.13 Notes

    This patch includes some standard bug fixes and quality of life improvements, as well as balance changes that we wanted to see before the August events get into full swing. As always let us know your thoughts in the comments below or on social media.

    • Airdodging horizontally or downward toward the ledge while slightly under it (up to 16px) will now raise you onto the ledge, similar to wavelanding while slightly under a platform.
    • Shorthop and Fullhop buttons should now buffer correctly offline.
    • Moves that throw rock can no longer do so while the rock is already in hitpause.
    • Armoring through an attack will no longer restore your walljump.
    • Idle/crouching hurtboxes that reached 1px below platforms have been raised 1px.
    • While in grounded hitstun, characters will use their normal hurtbox instead of their hitstun hurtbox.
    • Transitioning from dtilt to crouch will no longer give you a standing hurtbox for 1 frame.
    • Purple kill effect now takes SDI modifiers into account.
    • Bug Re-Fix: During the hitpause of the purple kill effect, moving platforms can no longer move the hit player (When this was fixed in 1.4.9, it created a new bug. Upon fixing that bug, this one re-broke. Now both bugs should be fixed).
    • Parried projectiles that cause parry stun now only cap their owner’s speed when they aren’t in hitstun.

    • Fstrong’s hurtbox fixed.
    • Uspecial’s multihits can no longer cause the purple kill effect.

  • Dash attack hitbox size increased from 42 > 50.
  • Ftilt hitbox reaches 4px farther forward.
  • Utilt top hitbox width increased from 20 > 24.
  • Nair no longer halts all momentum when bouncing off the edge of a platform.
  • Nair hitbox size increased from 60 > 75.
  • Nair hurtbox shrunk during active frames.
  • Uair hitbox shape adjusted from circular > rounded rectangle.
  • Uair hitbox moved slightly forward.
  • Dair hitboxes made larger (50 > 60) and centered better to cover Orcane’s whole body.
  • Bubbles now destroy Elliana’s steam.
  • Orcane is perfect.
    • Uspecial sweestpot knockback angle changed from 361 > 45
      (Unchanged vs aerial opponents. Angle 40 > 45 vs grounded opponents).

    • Rock and pillar are no longer destroyed when a nearby character is hit by Ranno’s tongue.
    • Pillar breaking under invincible opponents will no longer remove their invincibility.
    • Pillar breaking under characters with respawn invincibility will no longer send them into pratfall.

    • Uspecial hit lockout reduced from 20 > 0.
    • Dspecial hurtbox adjusted to match sprite better.

    • Uair hit 1 can no longer cause the purple kill effect.
    • Uspecial can now be cancelled with a walljump at the same time it can be cancelled into a double jump (allows Etalus to buffer a walljump without wasting his double jump).
    • Fspecial that hits an existing patch of ice after Dspecial’s shockwave is triggered will no longer prevent the ice from exploding.

    • Default and crouching hurtbox shrunk horizontally by 10px in front of Ori.
    • Utilt startup decreased from 9 > 7.
    • Utilt hits 1 and 2 active frames increased from 4 > 6 (now there is no gap between the hitboxes).
    • Spirit Flame will no longer restore the opponent’s walljump if it does not cause hitstun.
    • Using a special attack during Charged Flame’s startup will no longer shorten the startup.

    • Now uses Orcane’s crouching hurtbox (shorter and wider).
    • Utilt startup decreased from 10 > 8.
    • Nspecial no longer shares a cooldown with Dspecial.
    • All Nspecial needles will now reflect when one is parried.
    • Non-poisoned enemies caught by Fspecial will now be trapped in bubble for 20 frames (down from 40 frames. Bubble time on poisoned enemies unchanged).
    • Crash Fix for when the object that Fpsecial is tethering to disappears under specific circumstances.
    • Uspecial divekick will now properly go into pratfall when a pillar breaks under it.
    • Bubble is no longer moved when a nearby character is hit by Ranno’s tongue.

    • Both Dair hitboxes now use rounded rectangles instead of circular hitboxes.
    • Aerials no longer have extended landing lag when not on grass.
    • Flowers are no longer destroyed when a nearby character is hit by Ranno’s tongue.

    • Dspecial can no longer be detonated by Fspecial or Nspecial while they are caught in Ori’s Bash (prevents the situation where bashing Fspecial or Nspecial while stuck would allow Elliana to use Uspecial to instantly detonate the mine).
    • The mine spawned by Dspecial is now hittable while the hitbox is active. Hitting it will cause it to fly away from the attacker with speed relative to the base knockback of the attack. Mines cannot attach to the last person to hit them.
    • Crouch animation altered to match the hurtbox better (Dtilt slightly changed as well).
    • Utilt claw hitbox shrunk slightly vertically.
    • Utilt pre-launch frames increased from 18 > 24.
    • Utilt hit lockout decreased from 30 > 20.
      Utilt only has 10 frames of endlag, so previously there were 20 frames where Elliana was actionable but could not hit the opponent.
    • Parrying a single steam cloud for the first time now changes the ownership of ALL related steam clouds.
    • Max-charge strong attack heat loss value: 900 > 600 (for reference no-charge releases 150 heat).
    • Bug re-fix: Fspecial can no longer cause the purple kill effect while the enemy is stuck.
    • Uspecial will now properly go into pratfall when a pillar breaks under it.
    • Uspecial hitbox size: 180 > 130 (also centered better with animation).
    • Parrying Uspecial after Elliana is already finished rebuilding her mech will now properly send her into parry stun.
    • Dspecial explosion hitpause scaling: 1 > 0 (Explosion time is now consistent at all percents).

    • Uspecial will now properly go into pratfall when a pillar breaks under it.
    • Dstrong will no longer hit treasure piles every frame while diving.
    • Ghost Glove endlag decreased from 24 > 12.
    • Dtilt startup decreased from 8 > 6.

    Hotfix 1.4.12

    Here’s a little hotfix before Smash’N’Splash 5, wrapping in a few Sylvanos and Elliana changes we’ve been testing along with some fixes for a few strange interactions. We’ve also added Russian localization! Check out our separate post on that and how to add your own custom languages, or read on for the hotfix details.

    • The results screen will no longer ignore Forsburn’s victories on The Forest Floor.
    • Run stop can no longer be cancelled into initial dash on the first 2 frames.

    • After parrying an attack that breaks pillar, buffering a double jump will no longer cause you to fall downward while wasting your double jump.
    • Hitting a pillar/rock immediately after hitting a pillar/rock will now refresh the jump-cancel window properly.

    • Team-up Fstrong back hitbox shrunk horizontally (still reaches the same distance backward, just not as far forward).
    • Team-up Fstrong back hitbox now has priority over the front hitbox.
      The back hit pulls enemies forward, while the front hit does not, so this makes it link more reliably at ranges where the enemy would have previously been clipped by the back edge of the front hitbox:

    To avoid stuff like this.

    • Ftilt now only spawns a projectile if you hit a flower with it, destroying the flower.
    • Ftilt projectile base knockback increased from 0 > 6.
    • Ftilt projectile now spawns grass under it as it travels.
    • Ftilt projectile now causes extended parry stun when parried.

    • Nspecial’s fist can no longer be broken by projectiles that deal less than 8%.
    • When landing after Uspecial, Elliana will have 99% heat that quickly drains over 8 frames.

    Patch 1.4.11 – Change of Scenery

    In this patch it’s all about location, location, location. Today we’re introducing size variants for a couple of favorite stages, a new place to train, and even a revamped starter stagelist for both competitive singles and doubles. Read on below for the full patch notes.

    • The Forest Floor now has a unique variation for 2-player matches.
    • Treetop Lodge now has a unique variation for 4-player matches.
    • The 1v1 starter (neutral) stagelist is now:
      • Tower of Heaven
      • Merchant Port
      • Aethereal Gates
      • Julesvale
      • The Forest Floor
    • The 2v2 starter stagelist is now:
      • Tower of Heaven
      • Merchant Port
      • Aethereal Gates
      • Fire Capital
      • Treetop Lodge
    • The Practice Room now replaces the Random stage in practice mode, giving you the option to practice on the grid.
    • Bug Fix: Objects on ground (Lily, Puddle, Mobile Gear, etc.) all function normally when placed either on or under a Rock on a moving platform.

    • Forward Special can no longer be destroyed by projectiles.

    • In hotfix The background creatures on The Forest Floor will no longer watch Forsburn when he’s behind smoke or has a clone out.

    • When cancelling the first 4 frames of double jump into Up Special, Etalus’ vertical speed is now set to 0 instantly.
      This prevents Etalus from using the double jump forgiveness mechanic to gain a large amount of height while recovering.

    • Grounded Forward Special hitbox extended 18px inward on the first frame.
    • Bug Fix: Ranno no longer gets “stuck” in Forward Special when a solid object (like a Rock) blocks the path to his tongue.

    • Parried Forward Specials (such as Zetterburn’s Fireball) can no longer break your own flowers.
    • Flowers will no longer play the “planted” sound effect when they fail to plant (extremely rare now).

    • Up Tilt maximum knockback (based on heat) increased. Old range was 7+0.6 – 7+1.1. New range is 7+0.6 – 9+0.9.
    • Steam now fades away instead of instantly disappearing.
    • Uncharged Forward Special pillar destruction radius decreased from 64 > 32.
      This was adjusted because when Elliana’s projectiles are destroyed near a pillar, they destroy the pillar, since they don’t actually have an explosion hitbox.
    • Charged Forward Special will no longer get “stuck” on the ground when hitting it at specific angles.

    • Up Tilt linking hits base knockback increased from 2 > 4.
    • Up Tilt linking hits angle flipper adjusted from 2 > 9.
      Originally it sent toward Ori’s center, now it sends toward the hitbox’s center.
    • Up Tilt linking hits can no longer cause flinch, even if crouch cancelled.