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Season 6 Rankings: #40-31

Welcome to the North American RCS Season 6 Top 50! Each year we look back on the previous competitive season and the players who influenced our scene by creating a Top 50 Players list. The rankings are created by a community panel that considers data from across the season to construct a comprehensive list that highlights our top players and their accomplishments.

View more articles in the Season Six NA Rankings Series:

 

 

40. Mr. Mutton

Mr. Mutton has been an upcoming threat for what seems like far too long, but in reality, he has only been playing the game since 2019. Mr. Mutton and his methodical Forsburn hail from Indiana, where he has entered all four online RCS events in Season 6. His exponential improvement has him scored wins over CakeAssault, Death By Hugs, and more while never placing below 33rd at a major. Mr. Mutton has recently cemented himself as one of the fiercest Pomme players coming into Season 7, making him a dangerous dual-threat as we kick off the new year.

 

 

“Up air is not a kill move.”

39. Ahntye

Ahntye is an Ori main and community leader from California. Ahntye has had a goal to make the Top 50 list for 3 years now, with mentality and hand problems as huge hurdles to overcome to land at 39 this season. Ahntye’s impressive run at RCS Melody ended at 9th place with wins over Tanko and AdamGMAJ. Playing Rivals and running events are considered Ahntye’s lifeblood, providing extremely technical gameplay while fostering a community to boot.

 

 

“Flex’s Disciple.”

38. OoDa

OoDa is one of the flashiest Clairen’s in the game, showing significant improvement from Season 5, moving up 10 full spots in the rankings. OoDa’s best performance of Season 6 came at RCS Melody, where he placed 13th by taking down CRSDCrusader and Yeggy along the way. Season 6’s Riptide was the first offline major for OoDa, following which, he then attended Heat Wave 4 and Genesis 8 where he collected wins against Ahntye and Breadstick with a hunger for more. OoDa aims to continue his improvement in offline settings and earn Top 8 at a major in Season 7.

 

 

“God, it’s so hard being so good at everything when my brain feels like a backpack with how heavy it is.”

37. Tanko

Tanko is an Ohio Etalus with an impressive track record in the online side of the RCS in Season 6. Tanko collected wins on the likes of TacocaT, Giga Bowser, Zora, Shotti, and more while placing 33rd or better at every online event they entered. Tanko’s losses in online events were solely to Top 50 players and Hidden bosses from RCS Season 6. Tanko looks to ride the momentum for this season and to push the Etalus meta in RCS Season 7 to a whole new level.

 

 

“DM me for games.”

36. Wai

Wai is a Ranno main from California with an appreciation for local events. In Season 6, Wai attended all three local RCS Majors with notable wins over players such as Chompers and Rottweiler. Wai’s tournament runs were often some of the most exciting sets we have seen, with four of six losses ending in game 5 scenarios. We look forward to Wai’s aspiration of attending even more local events in Season 7.

 

 

“You’re never minus if you’re not a *****.”

35. Giga Bowser

Giga Bowser is a New York Sylvanos who attended five of seven RCS events in Season 6, placing 17th in every single one of them. Giga Bowser’s consistency can be seen both locally and online, where he collected wins against the likes of Darai, Yeggy, Syzygy and more along the way. Giga Bowser has recently been playing a lot of our newcomer, Hodan, and promises to bring out the dangerously funny monkey in Season 7.

 

 

“We are what we repeatedly do. Excellence, then, is not an act, but a habit.”

34. Spyker

Spyker is an old school Forsburn from California, known for his unique punish game and high precision execution. Spyker is a music composition major and aspiring college professor with a love for teaching and seeing friends at local events. Season 6 appeared to be a breakout year for Spyker, placing in the Top 24 at four out of five events this year, with Genesis 8 being his best placement yet at an offline major. Spyker is looking to keep the results coming in Season 7 as local Majors begin to pop up more and more.

 

 

“Be you, unabashedly so. Unwavering and unflinching in your aspirations.”

33. Akashi

Akashi is a New York Absa known for his dedication to streaming and commentating while remaining a high level threat at every event he enters. Akashi collected wins on the likes of AdamGMAJ, Darai, Sawtooth, and many more while attending six of the seven RCS events in Season 6. Akashi aims to keep up the grind in Season 7, attending more locals, commentating as much as possible, and honing his skills as a consistent Top 8 threat at Majors.

 

 

“Honor. No matter how dire the battle, never forsake it.”

32. ZoraTK

ZoraTK is a Texas player whose Sylvanos collected impressive wins over the likes of Plastic Dinos at Heat Wave 4, Bookworm at Riptide, and Tanko at RCS Hot Springs. ZoraTk consistently scared some of the best players in Season 6, with narrow losses against both ZeeBee and Xaro for what is arguably the most challenging 17th placement one could ever attain at Riptide. Since the release of our four newcomers, ZoraTK has made a complete switch to Mollo with the goal of leading the way in the character’s charge through the Rivals meta. ZoraTK’s Mollo managed to show up and create waves with a 5th place showing at our offseason Major, Low Tide City. Be ready for an explosive Season 7.

 

 

“Never didn’t have it.”

31. Ceroas

Ceroas is the former TO for the North American Rivals Amateur Series and Absa mentor for the Rivals Academy Discord. Hailing from Oregon and known for their incredibly defensive play, Ceroas collected wins against the likes of HKP, Syzygy, Bagel, and more while only dropping sets to players ranked in the Top 30 this season. Ceroas has been a hallmark of the community and has recently announced retirement following their standout performance at Genesis 8. We wish Ceroas the best in their competitive future!

 

 

Season 6 Rankings: #50-41

Welcome to the North American RCS Season 6 Top 50! Each year we look back on the previous competitive season and the players who influenced our scene by creating a Top 50 Players list. The rankings are created by a community panel that considers data from across the season to construct a comprehensive list that highlights our top players and their accomplishments.

View more articles in the Season Six NA Rankings Series:

 

 

50. Death By Hugs

Death By Hugs rings in the Season 6 Top 50 as a returning force to be reckoned with. His season consisted of three online events with wins on players such as Sparx21 and Landkon2. Since the season’s conclusion, we were treated to his performance at Low Tide City, where he put on an aggressive showing with Etalus, placing 7th with wins over CRSDCrusader and ITS A CAT :D.

 

 

“NFT son? or Astrology daughter?”

49. Shotti

Shotti is a Forsburn main from New York returning to the Top 50 this season. He collected wins on old school players such as FullStream, Dam Danny and Mr. Olsen with his return to locals at Heat Wave 4 showcasing his best performance of the season. We hope to see Shotti’s Forsburn make appearances and make more upsets in Season 7.

 

 

“Shoutouts to 4o4 Esports and Greg for being the best venue and host, you are literally the reason why the rivals scene in Georgia is alive and well.”

48. AdamGMAJ

AdamGMAJ is a Kragg from Georgia that picked up Rivals during the pandemic. AdamGMAJ has quickly leveled up over the years with the help of players such as CakeAssault, soulrifle211, and TacocaT. AdamGMAJ has been able to pick up wins in Season 6 on players such as HKP and PlushyPanic, while also collecting a massive upset over MSB in Southeast Mayhem 2022, a non-RCS event in Georgia. Next season, AdamGMAJ aims to improve his consistency and tournament endurance at multi-day events.

 

 

“Your best teacher is your last mistake.”

47. Lucius

Lucius is a New York Ranno known for his methodical neutral and for competing at a high level in full fursuit at local events. Lucius strives for improvement and that drive can be seen following every event he attends. Outside of the game, Lucius is a voice actor and singer with goals to voice a fighting game character in the future.

 

 

“Frenchyy is the soulja boy of Rivals” -@wack-Aj

46. Frenchyy

Frenchyy is the founding member of the Tampa Rivals scene (hosting GoTE 4TheKids 7 to open RCS Season 7 this weekend!) and has been playing since 2017. After entering CEO Dreamland, Frenchyy decided he wanted to be more active in the scene and began cultivating what is now one of the most feared regions in the world. It wasn’t until 2020 that Frenchyy set his sights on the Top 50 rankings. Since then, his goal of traveling more and improving at a fundamental level have been at the forefront of his play. We look forward to seeing him at more events in our heavily locals-focused Season 7 kicking off this weekend.

 

 

“Per ardua ad astra.”

45. Rift

Rift is the head TO in Georgia and has been hard at work to put his state back on the map by building his community. Throughout Season 6, Rift has utilized his B.S. in Astrophysics to pilot his way onto the Top 50 as the only solo Shovel Knight main to make the list. Rift’s goal is to grow the Georgia Rivals scene and to see even more players from the region break into the rankings.

 

 

“The most important step a man can take. It’s not the first one, is it?
It’s the next one. Always the next step.”

44. Syzygy

Syzygy is a software engineer in Northern California, on a mission to remind the greater Rivals scene of West Coast talent. Syzygy collected consistent placings throughout the year with a second place finish in the Heat Wave 4 Intermediate bracket, blossoming into a breakout 17th place at Genesis 8. Born and raised in Wisconsin, Syzygy enjoys rock climbing, chess, card games, and is also learning game development on the side. Syzygy’s continued improvement indicates that they’re a force to be reckoned with in Season 7.

 

 

“Yeehaw.”

43. Sawtooth

Sawtooth is a former community leader for the Colorado scene, and now one of the most fierce players in Arizona. Sawtooth has been an active member of the community since mid-2017 and has been playing Sylvanos since his reveal at Genesis 5. Season 6 has been a busy time for him, with a focus on competitive growth in a new scene, mindset on the big stage, and content creation to bridge the gap between platform fighter communities. Be on the lookout for Sawtooth in Season 7, as he aims to prove his breakout event at Genesis 8 was no fluke. In the meantime, check out his YouTube and maybe even gain some insight to building a local community of your own.

 

 

 

42. Yeggy

Yeggy is an Ohio Elliana main, known for his devastating punish game and being the top PR member of his region. Yeggy has been playing Rivals for over six years now, and has breached the Top 50 Rankings for the first time. Yeggy’s season consisted of a pretty wide range of results, with victories over players such as Mentos, Death By Hugs, hoppyKnitz, and more. In his Season 6 journey, Yeggy only suffered losses to Top 50 players and proved to be a potent threat to anyone in his path. Yeggy intends to shift his focus more towards content creation and commentating with Season 7 on the horizon.

 

 

“Watch me play Dead by Daylight live at ttv/plastic_dinos.”

41. Zora

Zora is an old head in the Arizona scene, wearing several hats as Co-TO, community ambassador, owner of Maypulcord, and a long time AZ PR member. It may be hard to believe for some, but, this is Zora’s first appearance on the Top 50 Rankings. This Season, Zora collected wins on Zora(TK), Mentos, and many more (even collecting a non-RCS win against Koda). His improvement throughout the years has begun to skyrocket his Maypul to all new heights, with experience and an analytical approach to the game colliding with more travel experience than ever before. Zora aims to continue this trend with his goal of traveling the nation and bringing back knowledge to his own local scene. Be on the lookout for this Maypul in Season 7.

 

 

Season 6 RCS Top 50 – Introduction

Each year we look back on the previous competitive season and the players who influenced our scene by creating a Top 50 Players list. Season 6 (September 2021 – April 2022) was an exciting return to form, with our first offline Majors since COVID in 2020 sharing the spotlight with four unique online events.

Our first event back, Riptide, shattered records in both offline attendance and in registration speed – capping our 256 player Rivals singles event just hours after it was announced! Meanwhile online events let players all across the country get involved, with new competitors and old vets alike. The RCS Finals at Genesis 8 saw a delay from its initial January date due to COVID concerns before finding a new home in April and becoming our largest in-person finals to date.

The power rankings this year are a unique case from previous seasons due to the balance of online and offline events in a truly hybrid season. Our adaptation of mixing four online events and three offline events during the post-vaccine period of the COVID-19 pandemic has shaped Season 6 into a truly one-of-a-kind experience. Our wonderful community full of competitors, tournament organizers, volunteers, commentators, and spectators have made Season 6 an incredible ride. Thank you to everyone that has been a part of such a beautiful and complicated era of Rivals.

Before we delve into the rankings this year, here’s an introduction on how the list was formed along with our events list and hidden bosses.

View more articles in the Season Six NA Rankings Series:

Player Qualifications

Our goal for Season 6 initially was to require a minimum of three events in order to be ranked on this year’s Top 50. Given the difficulty of accurately placing players with only two events under their belts, and the variety of available online events, this seemed like the best option. We announced every event that would count towards the rankings at the start of the season, but an unexpected delay to our Finals at Genesis 8 threw a wrench into things.

After some deliberation, it was decided that players who would miss our Finals due to the date change should not miss out on their opportunity to be ranked. The decision was made to lower our required events to two, since players could have been counting on their ability to attend Genesis 8 as their last event.

For the Season 6 RCS Rankings, we only considered players with two or more events from the list below to be eligible for the Rivals Top 50.

Season 6 Ranking Events
Riptide
RCS Hot Springs
Heat Wave 4
RCS Fireworks
RCS Melody
RCS Crystal
Genesis 8

Methodology

This year we brought back the panel system from Seasons 3, 4, and 5 with a bit of a twist to accommodate the hybrid season. Players were ranked based on their best three eligible events, including consideration for their wins and losses to land them at their results. Disqualifications from losers bracket were considered as losses for the player that DQd, while not giving their opponent an artificial bump beyond their better placement. Finally, players who entered the minimum number of events (two) were scrutinized more heavily than others due to the lack of data to go off of. In the end, neither the considerations for DQs, nor the minimum event considerations affected player placements too heavily.

Events carried the same weight potential between online and offline except for the RCS Finals, which was weighted heavier due to the high stakes and the fact that it was our grand finale. While the overall weight of the six majors had the potential to be the same, it was clear that some events were strictly more competitively stacked than others. The weight of events in order are as follows: Genesis 8, Heat Wave 4, Riptide, RCS Crystal, RCS Fireworks, RCS Hot Springs, RCS Melody. In general, the council favored consistency among events above individual peaks.

Once this ranking system was completed, a council made additional adjustments to the order based on head-to-head results, activity, and other data. This group consisted of players and tournament organizers from across the country in order to accurately represent the various regions of North America: Jack Ryan (formerly EDC | Junior), MSB, Nbad, Protagify, SBS, and Sparx21. Additional data was provided by Menace13, who had no input regarding final placements of the Top 50.

We’d like to thank all of our panelists for dedicating their time to putting this together for the community, as well as Tax1k for our sleek Season 6 steampunk player cards, and CyberHex for additional graphic design support.

Hidden Bosses

Players given the title of Hidden Boss were recognized by the panel as major threats to tournaments this season that just didn’t quite meet the requirements to be ranked.

Bullets, Halite, Lattim, Proux, Squanto

Rivals of Aether Balance Patch 2.1.3.0

We’ve been tackling balance for our newcomers over the last few months, and have recently seen Mollo break into the Top 8 of Low Tide City – the first Major to fully legalize our new friends. Now, with the first event of RCS Season 7 on the horizon, we are back with one final tune-up before GoTE 4TheKids 7!

Last patch aimed to really dig deep and focus on fine-tuning our new friends. This time, we handpicked a few changes for each of our four newest characters that would have the biggest impact possible for what could be considered a mini-patch. As stated before, we still plan to have a full roster patch containing changes for our earlier 14 characters later this year, so consider this a pit stop on the way to our next big checkpoint.

As we head into the summer, we plan on focusing more on Abyss mode, replays, and Workshop quality of life as our balance patches become a bit more surgical and critical bugs become less frequent. So stay tuned for more as the year progresses.

Alright, let’s check it out!

Mollo has really begun to settle into his role of an all-around threat.  Our goal for this patch is to fix some critical counterplay related to his bombs, while also reducing some of the power in his stronger normals. This patch should bring a balance to the risk/reward associated with Mollo’s bombs.

  • GENERAL BOMBS
    • When parried, all bomb explosions now put Mollo in parry stun.
      • Initially, we were worried that parrying bomb explosions would be a bit too easy. We’ve found that Mollos tend to mix things up pretty well, with the majority of bomb explosion parries coming on easier to time moves like Down Special and Forward Special. This change adds some extra risk to these high reward options, and even adds counterplay to Mollo parrying his own bomb, since an opponent reading this option will put him in parry stun rather than allowing him to get I-frames.
    • Parrying firecracker’s explosion no longer sends the bomb itself back to Mollo.
      • The change to parry stun would cause the firecracker to hit Mollo out of his stun, making the explosion parry less rewarding for opponents.
    • Bug Fix: Getting hit while charging a throw will no longer drop the bomb.
      • A Mollo starting a bomb throw should still be holding onto it, making the act of charging a throw a little more risky. Now, Mollo won’t drop his bomb when an opponent sneaks in there just in time.
    • Bug Fix: If a held bomb primes while in hitstun, it will now explode at the end of hitstun.
      • Previously, bombs would only explode in Mollo’s hand if he was struck with a cooked bomb in hand. This lead to a lot of situations where the bomb would flash right after a hit, and neither player would be sure if the explosion would trigger. This change also adds intended risks for a Mollo holding onto bombs a little too long. Getting caught in a combo with one in hand should be even more dangerous now.
    • Bug Fix: Bombs can now be hit multiple times per airtime.
      • Players should now be able to use multi-hits on bombs and juggle them to their hearts content.
    • Bug Fix: Fixed parried bomb trajectories so they should now more accurately launch toward the Mollo that threw them.
  • FIRECRACKER
    • Early damage decreased, 2 > 1
    • Final damage decreased, 4 > 3
      • Firecracker already does a good job holding opponents in place and controlling space. We wanted to tone down the overall damage that Mollo secured from it, which coincidentally helps him take less damage while using Firecracker as a recovery tool.
  • JAB
    • Jab 1 startup increased, 3 > 5
    • Jab 1 cancel frame increased, 3 > 7
    • Jab 1 active frames decreased, 3 > 2
    • Jab 2 cancel frame increased, 6 > 8
    • Jab 3 endlag increased, 4 > 7
      • Last patch removed whifflag from the early hits of jab. This change meant the endlag of jab on hit and whiff were now a bit lower than they should be. The new endlag values, and updated startup values should make Mollo’s jabs fit in a bit better with where we want him to be.
  • UP AIR
    • Up Air 1 startup increased, 5 > 8
    • Up Air 1 hitstun multiplier decreased, 1 > 0.8
    • Up Air 1 KB scaling removed, 0.1 > 0
    • Up Air 2 KB scaling decreased, 0.9 > 0.7
      • Up air had some pretty powerful kill potential when combined with Mollo’s extra jump and low startup. This change should make chaining super low percent kills more difficult, while adding more counterplay to Up Air 1 juggles and allowing the move to connect to the second hit better at higher percents.
  • DOWN AIR
    • Startup increased, 8 > 10
    • Grounded sweetspot angle changed, 280 > 270
    • Aerial sweetspot angle changed, 290 > 270
        • Mollo down air was a bit less of a risk than we wanted for a move with lingering active frames. The extra startup should make Mollo players commit more to the option, while the new spike angle will help with counter-play at the ledge, allowing opponents more opportunities to wall-tech.

We have a few in-depth bugs that we are working on fixing behind the scenes, but for now we’ve adjusted a few of Hodan’s aerials and tackled one of the most frustrating bugs for Hodan mains at the moment.

  • NEUTRAL AIR
    •  All hitboxes now have flipper 6 (horizontal knockback sends away from player).
      • This change should allow some more interesting counterplay to Hodan’s main and splash hitboxes of the move. Now, opponents behind Hodan will be launched away from him in the opposite direction than if they were in front of him. Having the ability to DI another direction should add depth to both counter-play and to Hodan’s combo tree.
  • BACK AIR
    • Back Air 1 hitstun multiplier reduced, 1 > 0.6
      • Hodan’s Back Air 1 had a similar issue as Olympia and Mollo Neutral Airs in previous patches. The hitstun multiplier reduction should make looping the first hit into itself less rewarding at middle percents on most characters, while still having a reliable link into hit 2 should he not hitfall.
  • DOWN SPECIAL
    • Bug Fix: Fixed an issue where cancelling Dspecial and hitting someone on the same frame still puts you into pratfall.

Pomme’s meta is starting to take form pretty quickly now. Her frame data across the board is pretty strong, and her specials still have some ironing out to do. We like her aerial game as it is, but recognize her grounded normals can be a little silly. In this patch we’ve taken a swing at her frame data for jab and every tilt, with slight hitbox adjustments on jabs 1 and 2. Another huge focus for Pomme this patch is her camping ability with notes. Reduced hitstun and higher commitment should help level the playing field for now.

  • JAB
    • Jab 1 startup increased, 2 > 4
    • Jab 1 width decreased, 75 > 50
    • Jab 1 X increased, 25 > 38
    • Jab 2 width decreased, 83 > 57
    • Jab 2 X increased, 25 > 38
      • Pomme’s jab was tied for fastest in the game, with a hitbox that snatched up players standing behind her a bit too often for our liking. Her new frame data is toned down a bit, with hitboxes that do a better job at focusing on players directly in front of her.
  • UP TILT
    • Startup increased, 4 > 6
  • DOWN TILT
    • Startup increased, 3 > 4
    • Endlag increased, 9 > 11
  • FORWARD TILT

    • Startup increased, 6 > 7
      • We hit Pomme’s tilts across the board to level out some of her weaknesses. Her access to float and fast aerials seemed a bit too strong when combined with some of the best grounded options in the game.
  • NEUTRAL SPECIAL
    • Note hitstun multiplier decreased, 1.2 > 0.8
    • Summoning notes now cancels float. Notes may still be thrown while floating.
    • Parrying Pomme now destroys notes around her.
  • GENERAL
    • Reduced double jump protection when floating, 8 > 3

Olympia is still fighting the good fight, so we decided to fix up a weird interaction and also add a few nice QoL changes to her neutral special.

  • UP TILT
    • Up Tilt’s stomp hitboxes have been simplified: The smaller one (with 1.1 kb scaling) has been removed, and the larger one (with 0.7 scaling) can now hit aerial players.
      • Some strange interactions resulting from grounded spikes could occasionally cause deaths across the map. While it was a little funny, this change should balance that out without changing too much of the move’s functionality.
  • NEUTRAL SPECIAL
    • Neutral special projectile Y lowered, -50 > -40
      • Olympia’s gem throw looked a bit off visually while also allowing some bigger characters to duck right underneath it. The new height should normalize it with other projectiles in the game with the added bonus of allowing more grounded hitboxes to hit a gem spawned from a default height.
    • Added an off-screen indicator for gem field.
      • This QoL change should help Olympia mains keep track of gems in the fringe cases where they may have spawned in the blastzone.

  • Olympia’s J rune now also extends crystalized time by 1.5x.
  • Olympia’s O rune reworked: it now teleports to the gem when breaking it by holding Special.
  • Olympia’s L rune reworked: Crystal spikes are now landmines that last a couple seconds and trigger when an opponent steps on it.
  • Fixed Ori’s O rune having a large sprite.
  • Fixed Hodan’s A rune hurting Hodan like it would with opponents.
  • Fixed Hodan’s B rune not spawning anything.
  • Fixed Hodan’s L rune only working when facing right.
  • Adjusted Hodan’s M rune to only activate sweatspirits that are idle, and fixed a lingering hitbox on them.
  • Changed Hodan’s O rune to act more consistently to Zetter’s fire-consuming attacks.
  • Mollo’s thunder bomb (via the I rune) is reworked to actually do something unique instead of just having a weird flipper. (it summons lightning!)
  • Nerfed Mollo’s salvo bomb (via rune J) so it’s not as unfun to play against.
  • Fixed Mollo’s G rune not applying the changed bomb type to his first equipped bomb.
  • Fixed Mollo’s D rune not doing anything.

Patch 2.1.2.1 Out Now on Switch!

Our major update for the Workshop Four-Pack is out now on Nintendo Switch. In addition to the latest bugfixes, this update also includes the latest balance updates for the four newcomers. Check out the balance changes for versions 2.1.1.0 and 2.1.2.0 that have been added to Switch from previously released updates for PC.

Switch Bugfixes and Improvements

    • Entering Abyss mode after reaching level 10 with a character will no longer crash the game.
    • Fixed a crash that could occur when adding/removing joycons or other controllers in the console menu.
    • The stats menu should no longer cause a crash when scrolled through.
    • Portrait and other various menu and victory art has been updated to correct odd shader behavior and/or stray pixels.
    • Multiple tutorial improvements made for the four newcomers. Improved descriptions, controls, and reduced difficulty of some steps.
    • Fixed multiple rune and gameplay related issues in Abyss mode.
    • Fixed odd animations when moonwalking as Olympia, Pomme, Mollo, or Hodan.
    • Fixed Olympia, Pomme, Mollo, and Hodan not getting an animation when you unlock their milestone.
    • The Random Stage button should now be able to choose from any stage skins you’ve unlocked.
    • Closed up a gap in collision boxes on Neo Blazing Rail that let players go under the main ground.
    • Fixed dash dancing desyncing replays.
    • Multiple small visual bugs in menus and gameplay have been fixed.
    • Fixed Kragg’s pillar persisting under the bottom blastzone.
    • Addressed various other bugs.


Mollo balance changes included in this Switch patch can be found at 2.1.1.0 and 2.1.2.0.

    • Adjusted how Mollo bombs blow up in his hand, which also fixed a crash. (The fuse does not tick down during hitpause if it triggers this way, so moves that modify hitpause afterwards like Bash don’t desync the bomb’s timer.)
    • Bomb and explosion readability has been improved.
    • Super armor now armors through Mollo’s flashbang, but will be put into the same amount of hitpause as the flashbang normally does.
    • Bug Fix: Fixed the Flashbanged double-visioned effect not displaying correctly.
    • Bug Fix: Fixed various issues with Ori bashing Mollo bombs.


Hodan balance changes included in this Switch patch can be found at 2.1.1.0 and 2.1.2.0.

    • Increased BKB of Hodan’s Ustrong grab hitboxes: 0.1 -> 4. While this doesn’t really affect the move’s balance (slam hitboxes have their own BKB), this fixes crouch-cancelling it on platforms.
    • Things that destroy projectiles (Vince/flowers/etc.) will now destroy sweatwhirls instead of only destroying their hitbox.
    • Fixed Hodan keeping a grabbed sweatwhirl after respawning.
    • Fixed Hodan’s O rune not being able to consume fire on some strongs.


Pomme balance changes included in this Switch patch can be found at 2.1.1.0 and 2.1.2.0.

    • Bug Fix: Updated Pomme’s portrait colors to match shaders better. (Also got rid of a red pixel on her custom color sprite.)


Olympia balance changes included in this Switch patch can be found at 2.1.1.0 and 2.1.2.0.

    • Olympia’s crystal now has an additional color option in the custom colors menu.
    • Adjusted Olympia’s tutorial so hitting bair into another aerial should be easier.
    • Bug Fix: Olympia’s walljump should no longer cause a crash.
    • Bug Fix: Olympia’s crystalized effect should now use consistent colors instead of blinking between swapped colors.
    • Bug Fix: Mollo’s flashbang no longer causes Olympia to zoom offstage if she armors a flashbang.
    • Bug Fix: Fixed a bug allowing Ori to bash Olympia’s Crystal repeatedly.