Heat Wave was a lot of fun, but now it’s time to start getting ready for a cooler season. This patch is a mix of changes we’ve been holding on to as well as some newer updates like adding mouse support, normalizing some framedata, and other quality of life changes. Read on for the full notes below and have a happy Halloween!
Gameplay Changes
- Keyboard controls can now be set on the character select screen.
- Mouse buttons can now be bound to actions in the character select screen.
- Rolls, Airdodges, and Techrolls have been normalized. New framedata:
- ROLLS:
- [3 startup frames – 14 active frames – 12 recovery frames]
- AIRDODGES:
- [2 startup frames – 12 active frames – 12 recovery frames]
- TECHROLLS:
- [20 invincibility frames – 14 recovery frames]
- ROLLS:
Bugfixes
- Fixed a bug that made players get caught on ledges.
- Crouch is no longer locked out of dashing for 3 frames.
Instead, crouching now clears the dash buffer. - Fixed a bug that caused a crash during the intermediate offense tutorial.
- The missed tech state can no longer be longer than the full initial duration of your hitstun.
- Purple kill effect formula now takes SDI into consideration when checking for collision with walls/platforms/pillars/rocks.
- Fixed a bug that caused heavy characters to be stuck in 1 extra frame of landing lag on aerials with 6 frames of landing lag compared to patch 1.4.0.
- You can no longer wall-tech when first getting grabbed by Ori’s Down Special. You can still wall tech after getting thrown.
- Up Special multihits now force flinch.
With 1 less frame of flinch state than normal, so it doesn’t true combo into Dstrong.
- Up Air no longer keeps moving during hitpause.
- Orcane’s roll framedata has been normalized to [3 – 14 – 12] from [3 – 11 – 16].
- Orcane’s airdodge framedata has been normalized to [2 – 12- 12] from [2 – 12 – 14].
- Up Air angle flipper changed from 0 > 6.
This makes it so that the move always sends left if your opponent is on the left side of you, and vice versa. - Wrastor’s roll framedata normalized to [3 – 14 – 12] from [3 – 15 – 16].
- Bugfix: Dying now restores Wrastor’s ability to charge a strong attack.
- Rocks will no longer hit enemies in the wrong direction when bouncing off of a wall on the first frame the rock is created.
- Forsburn’s techroll framedata has been normalized to [20 – 14] from [19 – 14].
- Neutral Special hurtbox corrected.
This move was using the wrong kind of collision detection making it much bigger than it seemed. - Up Special can no longer break Kragg’s pillar if it trades with it 1 frame before Kragg lands on the pillar.
- Absa’s roll framedata normalized to [3 – 14 – 12] from [3 – 10 – 14].
- Absa’s airdodge framedata has been normalized to [2 – 12 – 12] from [2 – 11 – 10].
- Up Special will no longer lose armor when getting hit on frame 1 by a move that sends into the hitstun land state.
- Up Air hit 1 hit lockout increased from 0 > 1.
This prevents moves like Forward Special from interrupting the throw. - Nair sourspot angle flipper changed from 0 > 6.
Now matches the flipper of the sweetspot. - Etalus’ roll framedata normalized to [3 – 14 – 12] from [3 – 15 – 12].
- Ori & Sein’s techroll framedata has been normalized to [20 – 14] from [18 – 16].
- Utilt angle flipper changed from 0 > 6.
This makes it so that the move always sends left if your opponent is on the left side of you, and vice versa. - Dash Attack tipper hitboxes adjusted to match the art better.
- Up Air range reduced by 16 pixels for hit 1 and 18 pixels for hit 2.
This change is intended to make Up Air less oppressive as a sharking tool. - More changes are planned for Sylvanos that didn’t make it into this patch. We’re taking a good hard look at his strengths and weaknesses so that we can build him up after stripping frustrating parts of his kit. Our goal is ultimately to make him both more fun to play against and more balanced and fun to play as.
- Back Air’s fist is now disjointed.
- Charged Forward Special now slides along the ground instead of being destroyed by it.
- Jab endlag decreased from 16 > 14.
- Back Air multihit hitstun modifier increased from .5 > .65.
Enough to make it good on hit without letting it confirm into Forward Strong. - Dash attack startup decreased from 10 > 7.
- Dash attack damage increased from 5 > 7.
- Dash attack knockback scaling increased from 0.35 > 0.5.
While dash attack is still a pretty niche move, these changes will give it more utility. - Ustrong endlag increased from 16 > 18 (24 > 27 on whiff).
- War Horn hitstun modifier decreased from x1 > x0.9.
- Releasing the right stick as the shop becomes active will no longer cancel the shop.
- Dynamo Mail’s outline color now overrides the outline color change when on fire.